Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 27 / 67% |
Size | gargantuan |
Lifes / Deaths | Killed by Layuletta the minotaur at level 11 on the 59th Dusk 122nd year of Ascendancy at 14:02 1 / 6Killed by Zubara the cold drake at level 15 on the 49th Haze 122nd year of Ascendancy at 12:25 Killed by The Master at level 22 on the 54th Regrowth 123rd year of Ascendancy at 22:57 Killed by The Master at level 22 on the 55th Regrowth 123rd year of Ascendancy at 01:50 Killed by Gada the orc cryomancer at level 27 on the 74th Pyre 123rd year of Ascendancy at 05:43 Killed by Zerandeus I at level 27 on the 74th Pyre 123rd year of Ascendancy at 05:48 |
Primary Stats
Strength | 66 (base 49) |
Dexterity | 19 (base 10) |
Constitution | 55 (base 32) |
Magic | 11 (base 10) |
Willpower | 50 (base 42) |
Cunning | 32 (base 10) |
Resources
Life | 1059/1059 |
Psi | 140/140 |
Equilibrium | 0 |
Healing Factor | 1 |
Regeneration | 7.35 |
Speed
Mental | +12.028637809585% |
Attack | +12.028637809585% |
Movement | -62.968710796561% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 6 |
Offense: Mainhand
Damage | 139 |
Accuracy | 42 |
Crit Chance | 10% |
APR | 4 |
Speed | 0.89 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 33.9 |
Crit Chance | 8% |
Speed | 0.89262890235236 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 64 (87.462686567164%) |
Defense | 21.575 |
Ranged Defense | 21.575 |
Fatigue | 30 |
Physical Save | 51.45 |
Spell Save | 40.783333333333 |
Mental Save | 37.35 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 30% |
Disarm Resistance | 21% |
Knockback Resistance | 100% |
Confusion Resistance | 34% |
Stun Resistance | 50% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
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 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -444 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 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
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Willpower by +1. | done |
You failed to protect the lost anorithil from death by Aritha the red ooze. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. 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! | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of dwarven-steel boots of massiveness (0 def, 4 armour) undeterred pair of dwarven-steel boots of massiveness (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +5 Con Changes damage: +7% physical Silence immunity: +30% Confusion immunity: +29% Stun/Freeze immunity: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. 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 of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 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 | Isota the Shimmerwaker (0 def, 3 armour) Isota the Shimmerwaker (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +6 Dex / +3 Cun / +7 Con Changes resistances: -25% light / +3% nature Changes resistances penetration: +5% lightning Changes damage: +3% lightning Physical save: +11 (+4 eff.) Spell save: +25 (+8 eff.) Mental save: +10 (+4 eff.) Life regen: +5.10 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | Eclipsegrinder the elven-wood totem of cure ailments [power 2] (7 cooldown) Eclipsegrinder the elven-wood totem of cure ailments [power 2] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes resistances: +3% darkness Changes damage: +15% darkness It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | Nerimina the steel ring Nerimina the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +6% blight Disarm immunity: +21% Confusion immunity: +5% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleRequires: - Level 15 Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. The set is complete. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 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. This item has been sent to the Item's Vault. |
In main hand | Ivina the Boltwyrd (68.5-102.75 power, 4 apr) Ivina the Boltwyrd (68.5-102.75 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 mind / +34 insidious poison Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +40 ice When wielded/worn: Armour: +17 Damage when hit (Melee): 12 lightning Changes resistances: +6% lightning Changes resistances penetration: +10% lightning / +17% cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+3 eff.) Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 164.33 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 7 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+4 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
regeneration infusion of the warrior (heal 345 over 5 turns) regeneration infusion of the warrior (heal 345 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 345 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (350.00 temporal damage, removed from time 4 turns) Rune of the Rift (350.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 350.00 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 33), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +0.90 Amulets can have magical properties. |
restful steel amulet of manastreaming restful steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Life regen: +0.90 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +21.00 Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.87 cold and 17.14 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
savage's copper ring of frost (+22%) savage's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +22% cold Changes damage: +11% cold Spell save: +11 (+4 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +26% Rings can have magical properties. |
Dream Malleus (56-84 power, 5 apr) Dream Malleus (56-84 power, 5 apr)Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Attack speed: 100% On weapon hit: * 7% chance to disease * 14% chance to cause random gloom Damage (Melee): +21 blight / +24 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +10% mind / +22% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Physical save: +18 (+6 eff.) Psi each turn: +0.10 Mindpower: +15 (+7 eff.) Mental crit. chance: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Tirakai's Maul (44-57.2 power, 9 apr) Tirakai's Maul (44-57.2 power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 10% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +36 disarming acid When wielded/worn: Changes stats: +3 Str / +9 Dex / +9 Mag / +3 Wil / +9 Cun / +3 Con Changes damage: +12% acid Onyx: Acid It can be used to imbue the hammer with a gem of your choice, costing 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 'Ebonywitch' (51-76.5 power, 2 apr) dwarven-steel greatmaul 'Ebonywitch' (51-76.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 51.0 - 76.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +10% darkness Massive two-handed mauls. |
manaburning dwarven-steel greatmaul of massacre (52.5-78.75 power, 2 apr) manaburning dwarven-steel greatmaul of massacre (52.5-78.75 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn Massive two-handed mauls. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Maximum life: +30.00 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) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
103 alchemist agate 103 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Borozilaldil the Bolttouch (dig speed 17 turns) Borozilaldil the Bolttouch (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 16 fire Changes stats: +2 Str Changes resistances: +3% lightning / +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Starusher [power 19] (13 cooldown) Starusher [power 19] (13 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +9% nature / +6% acid Changes damage: +18% light Talent granted: +2 Lay Web It can be used to harden the skin for 7 turns increasing armour by 19 and armour hardiness by 40%, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 3 equilibrium. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Cinder's kiss' [power 16] (20 cooldown) elm totem of thorny skin 'Cinder's kiss' [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances penetration: +10% fire Changes damage: +3% fire It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zerandeus I the Thalore Wyrmic level 23
57th Regrowth 123rd year of Ascendancy at 10:47 see stats
By Zerandeus I the Thalore Wyrmic level 23
55th Regrowth 123rd year of Ascendancy at 10:01 see stats
By Zerandeus I the Thalore Wyrmic level 27
78th Regrowth 123rd year of Ascendancy at 23:46 see stats
By Zerandeus I the Thalore Wyrmic level 26
74th Regrowth 123rd year of Ascendancy at 03:50 see stats
By Zerandeus I the Thalore Wyrmic level 15
50th Haze 122nd year of Ascendancy at 16:16 see stats
By Zerandeus I the Thalore Wyrmic level 25
69th Regrowth 123rd year of Ascendancy at 20:54 see stats
By Zerandeus I the Thalore Wyrmic level 17
53rd Haze 122nd year of Ascendancy at 11:50 see stats
By Zerandeus I the Thalore Wyrmic level 18
64th Haze 122nd year of Ascendancy at 21:47 see stats
By Zerandeus I the Thalore Wyrmic level 20
39th Regrowth 123rd year of Ascendancy at 14:24 see stats
By Zerandeus I the Thalore Wyrmic level 10
3rd Flare 122nd year of Ascendancy at 21:16 see stats
By Zerandeus I the Thalore Wyrmic level 20
39th Regrowth 123rd year of Ascendancy at 10:26 see stats
By Zerandeus I the Thalore Wyrmic level 11
4th Dusk 122nd year of Ascendancy at 18:53 see stats
By Zerandeus I the Thalore Wyrmic level 18
2nd Allure 123rd year of Ascendancy at 14:09 see stats
By Zerandeus I the Thalore Wyrmic level 25
70th Regrowth 123rd year of Ascendancy at 05:25 see stats
By Zerandeus I the Thalore Wyrmic level 8
5th Mirth 122nd year of Ascendancy at 17:53 see stats
By Zerandeus I the Thalore Wyrmic level 19
29th Regrowth 123rd year of Ascendancy at 19:13 see stats
By Zerandeus I the Thalore Wyrmic level 9
2nd Summertide 122nd year of Ascendancy at 13:50 see stats
By Zerandeus I the Thalore Wyrmic level 19
29th Regrowth 123rd year of Ascendancy at 09:58 see stats
By Zerandeus I the Thalore Wyrmic level 18
65th Haze 122nd year of Ascendancy at 17:17 see stats
By Zerandeus I the Thalore Wyrmic level 22
55th Regrowth 123rd year of Ascendancy at 06:57 see stats
Log
Zerandeus I HEALS from fire damage!
Burning from Gada the orc cryomancer hits Zerandeus I for (35 to ice), 53 fire (53 total damage).
Gada the orc cryomancer hits Zerandeus I for 182 cold, 30 healing (182 total damage) [30 healing].
Zerandeus I hits Zerandeus I for (slow 30%), (0 total damage).
Zerandeus I hits Iceblock for 34 fire, 34 cold, 35 lightning, 32 arcane, 6 fire, 6 cold, 6 lightning, 6 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 5 fire, 5 cold, 5 lightning, 4 arcane (179 total damage).
Insidious Poison from Zerandeus I hits Iceblock for 2 fire, 2 cold, 2 lightning, 2 arcane (7 total damage).
Insidious Poison from Zerandeus I hits Iceblock for 2 fire, 2 cold, 2 lightning, 2 arcane (7 total damage).
Zerandeus I HEALS from cold damage!
Gada the orc cryomancer's ice storm area effect hits Zerandeus I for (22 to ice), 33 cold (33 total damage).
Zerandeus I uses Relentless Pursuit.
Zerandeus I is free from the ice.
Zerandeus I stops burning.
Zerandeus I activates Icy Skin.
Gada the orc cryomancer casts Lightning.
Gada the orc cryomancer hits Zerandeus I for 211 lightning damage.
Zerandeus I the level 27 thalore wyrmic was zapped to death by Gada the orc cryomancer on level 1 of Vor Pride.
You have 1 life(s) left.
Zerandeus I is no longer one with nature.
Zerandeus I deactivates Icy Skin.
Zerandeus I deactivates Wild Growth.
Zerandeus I's aura of power vanishes.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Gada the orc cryomancer killed Zerandeus I!
Talent Prismatic Slash is ready to use.
Saving done.
Saving game...