









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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!) 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:
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.
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 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 27 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 18 on the 67th Haze 122nd year of Ascendancy at 21:21 1 / 6Killed by Grand Corruptor at level 27 on the 35th Regrowth 123rd year of Ascendancy at 10:49 Killed by Grand Corruptor at level 27 on the 35th Regrowth 123rd year of Ascendancy at 13:46 Killed by skeleton mage at level 27 on the 38th Regrowth 123rd year of Ascendancy at 17:29 Killed by elder vampire at level 27 on the 49th Regrowth 123rd year of Ascendancy at 11:24 Killed by Skelly, the Sun Paladin at level 27 on the 49th Regrowth 123rd year of Ascendancy at 11:29 |
Primary Stats
| Strength | 70 (base 41) |
| Dexterity | 39 (base 10) |
| Constitution | 68 (base 56) |
| Magic | 61 (base 26) |
| Willpower | 18 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 856/856 |
| Positive | 128/128 |
| Stamina | 262/262 |
| Healing Factor | 1.5381295749342 |
| Regeneration | 11.766691248247 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 43 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +6% |
| Temporal | +13% |
| Blight | +9% |
| Acid | +3% |
| Cold | +44% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Cold | +32% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 38.413408721348 (65.897138898113%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 20 |
| Physical Save | 41 |
| Spell Save | 45 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 53%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 22%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.86 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 173. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of greater demon bile. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Hailbutcher the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% physical +15% cold Acc +5 (+2 eff.) ----- def ----- Resists +3% cold Max.HP +42.00 ---------- 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. |
| On head | Ulyrion the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% blight Res.pen +10% temporal Melee Ret 10 blight 8 temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
| 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 13.64 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 8/60 This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +11 Dex dps ---------- Dmg.mod +6% lightning +13% temporal +6% light Acc +15 (+5 eff.) ----- def ----- Resists +12% light +13% temporal Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Eluvea the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Defense +5 (+3 eff.) Resists +3% lightning HP.reg +1.40 Heal.mod +17% ---------- misc Max.stam +30.00 A belt that goes around your waist. |
| In main hand | elemental stralite battleaxe (42-64 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane Power 42.5 - 63.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 69 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +17% cold Massive two-handed battleaxes. |
| On hands | dwarven-steel gauntlets 'Mayedhevea' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 39% ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +6% nature HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | searing dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 10 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +13 Defense +3 (+2 eff.) Fatigue +5% Resists +16% acid +18% fire Phys.save +9 (+3 eff.) A suit of armour made of mail. |
| Cloak | enveloping cashmere cloak of Eldoral (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +9 (+5 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of mastery (0.11 Celestial / Guardian)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +23% ---------- misc Masteries +0.11 Celestial/Guardian Amulets make your neck look great! |
vitalizing steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+3 eff.) Max.HP +36.00 HP.reg +2.00 Amulets make your neck look great! |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 10 light Ranged+ 13 light Dmg.mod +11% light Rings make your fingers look great! |
marksman's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% acid Acc +6 (+2 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
Adakira the steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Nature Power 26.0 - 41.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 nature On Hit.r1 +8 physical On Crit.r2 +17 lightning +21 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: Stats +2 Dex +5 Wil dps ---------- Mov.spd +38% Res.pen +13% lightning +12% cold ---------- misc Max.stam +30.00 Massive two-handed swords. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Obsidianraven (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 36.0 - 57.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +28 cold On Hit.r1 +16 darkness On Hit: * 20% chance to reduce damage dealt by 12% While equipped: dps ---------- Dmg.mod +6% lightning +12% darkness Melee Ret 4 lightning ----- def ----- Armour +8 Defense +15 (+8 eff.) Resists +6% lightning Massive two-handed swords. |
balanced iron greatsword of massacre (24-38 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 23.5 - 37.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +29% Massive two-handed swords. |
cleansing hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +8% acid +8% blight Max.HP +31.00 A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +5% darkness A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- 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. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Boredig' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.pwr +10 (+3 eff.) Acc +10 (+3 eff.) Melee Ret 2 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing dwarven-steel helm of constitution (+3) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour 'Sootwalker' (3 def, 19 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 14 * 10% chance to reduce damage dealt by 12% ----- def ----- Armour +19 Defense +3 (+2 eff.) Fatigue +12% Resists +6% darkness ---------- misc Infravis +1 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
radiant iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +10% darkness Max.HP +20.00 HP.reg +1.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of mail. |
steel plate armour of the deep (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +5% acid +5% cold ---------- misc Breathe water 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. |
278 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. |
5 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. |
10 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 27 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. |
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. |
6 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
5 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. |
Belerann [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +3% mind ---------- misc Max.hate +2.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
5 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
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 21
71st Haze 122nd year of Ascendancy at 05:25 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 27
40th Regrowth 123rd year of Ascendancy at 17:17 see stats
Exterminator
Killed 1000 creatures.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 18
67th Haze 122nd year of Ascendancy at 01:05 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 22
4th Regrowth 123rd year of Ascendancy at 22:18 see stats
Fast Curse Dispel
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 27
40th Regrowth 123rd year of Ascendancy at 17:17 see stats
Guiding Hand
Saved all escorted adventurers.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 25
30th Regrowth 123rd year of Ascendancy at 08:40 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 15
70th Dusk 122nd year of Ascendancy at 20:15 see stats
Level 10
Got a character to level 10.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 10
10th Flare 122nd year of Ascendancy at 03:07 see stats
Level 20
Got a character to level 20.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 20
70th Haze 122nd year of Ascendancy at 13:29 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 21
72nd Haze 122nd year of Ascendancy at 07:10 see stats
Size matters
Did over 600 damage in one attack.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 26
32nd Regrowth 123rd year of Ascendancy at 16:49 see stats
That was close
Killed your target while having only 1 life left.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 13
65th Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena
Unlocked Arena mode.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 5
4th Flare 122nd year of Ascendancy at 17:23 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 21
71st Haze 122nd year of Ascendancy at 05:25 see stats
The secret city
Discovered the truth about mages.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 4
10th Mirth 122nd year of Ascendancy at 23:39 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 26
32nd Regrowth 123rd year of Ascendancy at 14:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 17
55th Haze 122nd year of Ascendancy at 03:02 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Skelly, the Sun Paladin the Skeleton Sun Paladin level 27
49th Regrowth 123rd year of Ascendancy at 11:29 see stats
Log
Skelly, the Sun Paladin's tidal wave hits Dread for 4 cold, 2 physical (6 total damage).
Skelly, the Sun Paladin's tidal wave hits The Master for 5 cold, 3 physical (8 total damage).
Skelly, the Sun Paladin's tidal wave hits Elder vampire for 2 cold, 3 physical (6 total damage).
Skelly, the Sun Paladin's tidal wave hits Armoured skeleton warrior for 5 cold, 4 physical (9 total damage).
Skelly, the Sun Paladin's tidal wave hits Lord of Skulls (warrior) for 5 cold, 2 physical (7 total damage).
Ghoul receives 74 healing from Ghoul's purging blight area effect.
Ghoulking receives 74 healing from Ghoul's purging blight area effect.
The Master receives 56 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 56 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) receives 54 healing from Ghoul's purging blight area effect.
Phantasmal Shield hits Skelly, the Sun Paladin for 116 light damage.
Phantasmal Shield hits Ghoulking for 79 light damage.
Phantasmal Shield hits Dread for 126 light damage.
Phantasmal Shield hits The Master for 68 light damage.
Phantasmal Shield hits Ghoul for 79 light damage.
Phantasmal Shield hits Armoured skeleton warrior for 108 light damage.
Phantasmal Shield hits Lord of Skulls (warrior) for 89 light damage.
Elder vampire hits Skelly, the Sun Paladin for 274 blight damage.
Skelly, the Sun Paladin the level 27 skeleton sun paladin was purified to death by an elder vampire on level 9 of Dreadfell.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elder vampire killed Skelly, the Sun Paladin!
Saving game...
Talent Rune: Teleportation is ready to use.
Talent Fearless Cleave is ready to use.
Talent Dig is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!






































































































