










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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 | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Bulwark |
| Level / Exp | 20 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Simdri the halfling at level 20 on the 12nd Wealth 122nd year of Ascendancy at 09:28 / 1 |
Primary Stats
| Strength | 61 (base 48) |
| Dexterity | 37 (base 22) |
| Constitution | 25 (base 19) |
| Magic | 12 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 22 (base 20) |
Resources
| Life | -117/718 |
| Stamina | 149/224 |
| Healing Factor | 1.2745178243369 |
| Regeneration | 4.6743539931235 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 53 |
| Crit Chance | 8% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +15% |
| Nature | +20% |
| Physical | +6% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 31.08934837382 (81.151787968034%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 37 |
| Physical Save | 30 |
| Spell Save | 24 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 11%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | + 37%( 70%) |
| Physical | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 3%( 70%) |
| Cold | + 35%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Confusion Resistance | 81% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 41% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 58 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Possessed. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. 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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 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 | pair of iron boots 'Glussra' (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +3% mind +1% physical Die.at -40.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Drarorab'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +15 (+8 eff.) ----- def ----- Mind.save +6 (+3 eff.) Max.HP +44.00 ---------- misc Psi/ret +0.16 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 | Elenyrondur the Ichordeath (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature Apr +1 On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +2% physical Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 149.6 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Tulyyasin the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Melee+ 6 lightning Dmg.mod +4% lightning +6% physical ----- def ----- Armour +1 Resists +6% lightning +5% arcane ---------- misc Max.stam +30.00 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. |
| Tool | supercharged dwarven-steel torque of psionic shield [power 123] (22/29 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 29 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ragehek the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature +11% lightning ----- def ----- Resists +22% lightning +22% nature +3% darkness Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| On fingers | marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +24.00 Disarm- +21% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
| Around neck | warmaker's copper amulet of murder0.1 T1 amulet jewelry [Ego++] Master While equipped: Stats +5 Str +4 Dex +5 Wil dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +11 Amulets make your neck look great! |
| In main hand | steel longsword 'Firebile' (26-36 power, 12 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.0% Atk.spd 100% Phasing +12% Melee+ +8 blight +4 temporal On Hit: 20% Epidemic 2 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 6% chance to reduce strength, dexterity, and constitution by 7 While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Disease- +12% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
| 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. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Layythra' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con dps ---------- Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Magmarace the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Armour +7 Fatigue +22% Resists +6% arcane Spell.save +12 (+6 eff.) Poison- +20% Disarm- +20% Confus- +10% Knockbk- +20% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 177; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 478%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 478% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 344; 13 cd)0.1 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 344 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 nature talent. |
wild infusion of the warrior (res 28%; mental, physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 and physical effect and reduce all damage taken by 28% 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 nature talent. |
Borichak the Splendourlace0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% light +6% physical +6% darkness +5% arcane ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Tundraroar0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +2 Mag +3 Wil dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% lightning Die.at -80.00 life Heal.mod +15% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
starlit steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets make your neck look great! |
warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +10% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Daysquall the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con ----- def ----- Resists +3% blight +6% temporal +3% nature +3% light Spell.save +11 (+6 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
Dazzleschism the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% cold Acc +9 (+3 eff.) Apr +11 ----- def ----- Armour +6 Defense +11 (+5 eff.) Resists +9% temporal +24% cold ---------- misc Light +1 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 82% 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! |
copper ring 'Darkstriker'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil +3 Con dps ---------- Res.pen +10% darkness ----- def ----- Blind- +22% ---------- misc Stam/turn +1.00 Infravis +7 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron longsword 'Beryyaleg' (12-16 power, 7 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +2.5% Atk.spd 100% Phasing +11% On Hit: * 10% chance to reduce armor by 17% While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +6% acid ----- def ----- Crit.chn- 10.00% ---------- misc Infravis +1 Sharp, long, and deadly. |
Camydur1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Phys.save +6 (+3 eff.) Max.HP +33.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
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. |
insulating hardened leather belt of the vagrant1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Resists +7% fire +7% cold Mind.save +10 (+5 eff.) A belt that goes around your waist. |
rough leather belt 'Hellravage'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +3% fire Melee Ret 10 fire ----- def ----- Defense +10 (+5 eff.) Resists +3% lightning +6% fire Mind.save +3 (+2 eff.) Stealth +6 Max.HP +20.00 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Adorena the Vipertreason (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +5 Wil +4 Con +6 Lck dps ---------- Dmg.mod +3% nature ----- def ----- Armour +1 Stealth +6 A pair of boots made of leather. |
grounding pair of iron boots of strife (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
polar dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% cold 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. |
steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% 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. |
Cyronne the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +2% Crit.mult +20.00% Mind.pwr +5 (+3 eff.) Dmg.mod +6% blight +6% arcane ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Spell.save +3 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frostpunish the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature +3% cold Res.pen +10% cold Melee Ret 6 cold On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayadherin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +2% Phys.pwr +15 (+5 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
defender's iron helm of trickery (4 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +5% Resists +3% all Phys.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Elenagarand' (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +3% acid +8% cold Max.HP +40.00 HP.reg +4.00 Disease- +10% Pinning- +10% ---------- misc Breathe water A cap made of leather. |
rejuvenating steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold HP.reg +3.30 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Aerurach (0 def, 2 armour, 8-9 power, 16.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 While equipped: Stats +2 Con dps ---------- Dmg.mod +15% blight ----- def ----- Armour +2 Fatigue +8% Resists +12% light +11% darkness ---------- misc Light +1 See.Invis +6 Talents +1 Block Handheld deflection devices. |
6 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. |
176 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. |
Brenaromiyadig (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +6% darkness +5% fire ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Radhyyalar'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +5 Wil dps ---------- Spell.crit +2% Spell.pwr +5 (+5 eff.) S.pwr/crit +6 ----- def ----- Max.HP +46.00 ---------- misc Light +3 Infravis +1 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Ashwrecker [power 105] (22/13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Res.pen +10% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Flashveil [power 27] (22/22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% acid +5% fire Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Resists +3% fire +3% temporal Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Aduvena the elm totem of stinging [power 110] (22/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex dps ---------- Mind.crit +1% ---------- misc Max.hate +4.00 See.Invis +3 Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Skyransom the ash totem of healing [power 194] (22/13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% mind ----- def ----- Resists +6% mind Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 12% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Beluna the Gloomrebel [power 122] (22/13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% darkness Apr +1 ----- def ----- Armour +4 Resists +6% nature ---------- misc Stam/turn +3.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
9 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By >>> Thormgrim VII the Drem Bulwark level 10
23rd Voratun 122nd year of Ascendancy at 01:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By >>> Thormgrim VII the Drem Bulwark level 20
33rd Profit 122nd year of Ascendancy at 20:18 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By >>> Thormgrim VII the Drem Bulwark level 20
1st Wealth 122nd year of Ascendancy at 14:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By >>> Thormgrim VII the Drem Bulwark level 6
18th Voratun 122nd year of Ascendancy at 23:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By >>> Thormgrim VII the Drem Bulwark level 13
9th Profit 122nd year of Ascendancy at 01:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By >>> Thormgrim VII the Drem Bulwark level 18
30th Profit 122nd year of Ascendancy at 16:44 see stats
Log
Burning from Simdri the halfling hits >>> Thormgrim VII for (4 flat reduction), 0 fire (0 total damage).
>>> Thormgrim VII rushes out!
Simdri the halfling's mind surges with critical power!
Simdri the halfling is dazed!
Simdri the halfling converts some damage to Psi!
Simdri the halfling hits >>> Thormgrim VII for 47 mind damage.
>>> Thormgrim VII hits Simdri the halfling for 39 to psi, 54 physical, 2 to psi, 3 blight, 1 to psi, 2 temporal, 2 to psi, 3 lightning, 0 arcane (106 total damage).
Simdri the halfling strikes the dreamforge!
Dreamforge hits >>> Thormgrim VII for 8 mind, 4 fire (12 total damage).
Simdri the halfling activates Mind Storm.
Talent Track is ready to use.
Burning from Simdri the halfling hits >>> Thormgrim VII for 2 fire damage.
>>> Thormgrim VII uses Shield Slam.
Simdri the halfling is not dazed anymore.
Simdri the halfling's mind surges with critical power!
Simdri the halfling converts some damage to Psi!
Simdri the halfling hits >>> Thormgrim VII for 14 mind damage.
>>> Thormgrim VII hits Simdri the halfling for 11 to psi, 16 physical, 4 to psi, 6 cold, 4 to psi, 5 lightning, 0 arcane, 16 to psi, 22 physical, 4 to psi, 6 cold, 4 to psi, 5 lightning, 0 arcane, 16 to psi, 22 physical, 4 to psi, 6 cold, 4 to psi, 5 lightning, 0 arcane (162 total damage).
Simdri the halfling strikes the dreamforge!
Dreamforge hits >>> Thormgrim VII for 19 mind, (9 blocked), 0 fire (19 total damage).
>>> Thormgrim VII is recovering from the damage!
Simdri the halfling's Mind Storm hits >>> Thormgrim VII for 87 mind damage.
Simdri the halfling uses Luck of the Little Folk.
Simdri the halfling seems more aware.
Simdri the halfling uses Mind Sear.
Simdri the halfling's mind surges with critical power!
Simdri the halfling hits >>> Thormgrim VII for 399 mind damage.
>>> Thormgrim VII the level 20 drem bulwark was psyched to death by Simdri the halfling on level 1 of Ambush!.

























































































