











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 12 / 93% |
Size | medium |
Lifes / Deaths | Killed by Voravena the warg at level 12 on the 13rd Loss 122nd year of Ascendancy at 22:09 / 1 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 10) |
Magic | 46 (base 37) |
Willpower | 30 (base 26) |
Cunning | 15 (base 10) |
Resources
Life | -85/359 |
Mana | 247/266 |
Equilibrium | 15 |
Healing Factor | 1.3060311219418 |
Regeneration | 2.9385700243689 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 18.097534654637 |
See Invisible | 18.097534654637 |
Offense: Mainhand
Damage | 38 |
Accuracy | 38 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 38 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Mind | +6% |
Blight | +12% |
Physical | +18% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 19 |
Physical Save | 24 |
Spell Save | 29 |
Mental Save | 15 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 28%( 70%) |
Physical | + 29%( 70%) |
Cold | + 57%( 70%) |
All | + 15%( 70%) |
Darkness | + 18%( 70%) |
Light | + 40%( 70%) |
Temporal | + 25%( 70%) |
Fire | + 65%( 70%) |
Lightning | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/4)
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 100 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 467% 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 Constitution stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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 skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed green worm. * You've found the needed snow giant kidney. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() pair of iron boots 'Elewe' (10 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +10 (+10 eff.) (-) Fatigue: +2% (-) Changes stats: +5(-) Str / +1(-) Con Changes resistances: +2%(-) physical Changes resistances penetration: +5%(-) physical Life regen: +2.00 (-) Only die when reaching: -20.00 life (-) Healing mod.: +11% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Gileromirim the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) (-) Armour penetration: +2 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +10%(-) physical Changes damage: +3%(-) mind / +13%(-) physical Physical save: +12 (+8 eff.) (-) Maximum stamina: +10.00 (-) A pointy cloth hat, very wizardly... |
On hands | ![]() iron gauntlets 'Maluradir' (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 6(-) fire Changes resistances: +5%(-) fire / +3%(-) darkness / +9%(-) cold Changes damage: +3%(-) mind / +4%(-) fire Spell save: +12 (+6 eff.) (-) 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. |
Tool | [vs. The Cog (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5(-) Cun / +3(-) Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() titan's copper ring of fire (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +22%(-) fire Changes damage: +11%(-) fire Physical save: +4 (+2 eff.) (-) Rings make your fingers look great! |
Around neck | ![]() copper amulet 'Ivethra' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 (-) Physical crit. chance: +4.0% (-) Changes resistances: +3%(-) blight / +11%(-) fire / +12%(-) temporal / +11%(-) cold Amulets make your neck look great! |
In main hand | ![]() Vorima (0 def, 4 armour, 16-19 power, 37.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +38 (-) Damage (Melee): +11(-) cold When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) On shield block: + Deals 72 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2(-) Wil Changes resistances: +6%(-) acid / +21%(-) fire / +5%(-) lightning / +30%(-) cold Talents granted: +1.00(-) Block Only die when reaching: -40.00 life (-) Healing mod.: +5% (-) Handheld deflection devices. Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt 'Tuliroddatar' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Critical mult.: +5.00% (-) Mana each turn: +0.04 (-) Maximum life: +33.00 (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) A belt that goes around your waist. |
In off hand | ![]() corrosive steel shield (0 def, 4 armour, 14-17 power, 39 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8(-2.0 - -2.4) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +39 (+2) Damage (Melee): +10 acid / +0(-11) cold When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Effects when hit in melee: * 10% chance to reduce armor by 30% Changes stats: +0(-2) Wil / +1 Con Changes resistances: +10%(+4%) acid / +0%(-21%) fire / +0%(-5%) lightning / +0%(-30%) cold Talents granted: +1.00(-) Block Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-5%) Handheld deflection devices. Tap to cycle through comparison choices |
Cloak | ![]() Wrap of Stone (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.20(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+3 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 96.75 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() elven-silk robe of blight (+12%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +12%(-) blight / +15%(-) all Changes damage: +12%(-) blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 12 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() rough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-2) Mag Critical mult.: +0.00% (-5.00%) Mental save: +5 (+5 eff.) Mana each turn: +0.00 (-0.04) Maximum life: +0.00 (-33.00) Spellpower: +3 (+1 eff.) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) A belt that goes around your waist. |
![]() Ulanik the Flashclamor (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 light Changes stats: +2 Str / +1 Con Changes resistances: +6% lightning / +0%(-5%) physical / +3% acid Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.20) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of rough leather boots 'Halikath' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +0% (-2%) Changes stats: +0(-5) Str / +3(+2) Con Changes resistances: +0%(-2%) physical Changes resistances penetration: +0%(-5%) physical Mental save: +6 (+5 eff.) Life regen: +0.00 (-2.00) Equilibrium when hit: +0.08 Only die when reaching: +0.00 life (+20.00 life) Light radius: +1 Infravision radius: +2 Healing mod.: +0% (-11%) A pair of boots made of leather. |
![]() rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (-1%) Damage (Melee): 0(-6) fire Changes resistances: +0%(-5%) fire / +0%(-3%) darkness / +0%(-9%) cold Changes damage: +0%(-3%) mind / +0%(-4%) fire Spell save: +0 (+0 eff.) (-12 (-6 eff.)) 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. |
![]() Hurohad the Blizzardblast (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Armour penetration: +0 (-2) Defense: +1 (+1 eff.) (-) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 cold Changes resistances: +14% fire / +0%(-10%) physical / +6% cold Changes damage: +0%(-3%) mind / +0%(-13%) physical Physical save: +0 (+0 eff.) (-12 (-8 eff.)) Maximum stamina: +0.00 (-10.00) A pointy cloth hat, very wizardly... |
![]() insulating rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Armour penetration: +0 (-2) Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% fire / +0%(-10%) physical / +5% cold Changes damage: +0%(-3%) mind / +0%(-13%) physical Physical save: +0 (+0 eff.) (-12 (-8 eff.)) Maximum stamina: +0.00 (-10.00) A cap made of leather. |
![]() Flarestreaker the iron shield (0 def, 2 armour, 10-13 power, 19.5 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6(-5.5 - -6.6) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-0.5%) Block value: +20 (-18) Damage (Melee): +0(-11) cold / +12 fire Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 (-2) Fatigue: +8% (-) Damage (Melee): 6 fire Damage when hit (Melee): 2 fire Changes stats: +0(-2) Wil Changes resistances: +0%(-6%) acid / +3%(-18%) fire / +0%(-5%) lightning / +0%(-30%) cold Changes resistances penetration: +5% lightning / +15% fire Talents granted: +1.00(-) Block Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-5%) Handheld deflection devices. Tap to cycle through comparison choices |
![]() reinforced iron shield of fire resistance (+17%) (0 def, 3 armour, 10-13 power, 41 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6(-5.5 - -6.6) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-0.5%) Block value: +41 (+4) Damage (Melee): +0(-11) cold When wielded/worn: Armour: +3 (-1) Fatigue: +8% (-) Changes stats: +0(-2) Wil Changes resistances: +0%(-6%) acid / +17%(-4%) fire / +0%(-5%) lightning / +0%(-30%) cold Talents granted: +1.00(-) Block Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-5%) Handheld deflection devices. Tap to cycle through comparison choices |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Cun / +0(-3) Wil Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 98.04 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 98.04 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +0(-5) Cun / +5(+2) Wil Mental save: +10 (+7 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() iron torque of mindblast [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-5) Cun / +0(-3) Wil It can be used to blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() supercharged iron torque of psionic shield [power 33] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-5) Cun / +0(-3) Wil It can be used to setup a psionic shield, reducing all damage taken by 33 for 5 turns Activation puts all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Deep One Dave the Drem Stone Warden level 11
6th Loss 122nd year of Ascendancy at 15:06 see stats
By Deep One Dave the Drem Stone Warden level 10
37th Dearth 122nd year of Ascendancy at 17:27 see stats
By Deep One Dave the Drem Stone Warden level 6
20th Voratun 122nd year of Ascendancy at 18:42 see stats
Log
Talent Nature's Touch is ready to use.
Talent Pulverizing Auger is ready to use.
Talent Elemental Split is ready to use.
Voravena the warg throws two quick punches.
Voravena the warg performs a melee critical strike against Deep One Dave!
The Cog spins up and deflects the blow from Deep One Dave!
Voravena the warg hits Deep One Dave for 0 physical, (3 absorbed), 0 physical, (3 absorbed), 0 physical, (3 absorbed), 0 physical, (43 absorbed), 0 physical, (3 absorbed), 0 physical, (3 absorbed), 0 physical (0 total damage).
Voravena the warg's Quickdraw Knife hits Deep One Dave for (40 absorbed), 0 physical, (3 absorbed), 0 physical (0 total damage).
Large brown snake warms up.
Mayelrasewyn the warg is free from the stone vine.
Black Blood Bleeding from Deep One Dave hits Voravena the warg for (8 flat reduction), 12 darkness (12 total damage).
Deep One Dave fails to use Nature's Touch.
Voravena the warg uses Fan of Knives.
Your shield crumbles under the damage!
The shield around Deep One Dave crumbles.
The Cog spins up and deflects the blow from Deep One Dave!
The Cog spins up and deflects the blow from Deep One Dave!
The Cog spins up and deflects the blow from Deep One Dave!
Voravena the warg's armor corrodes!
Voravena the warg's Fan of Knives hits Deep One Dave for (1 absorbed), 27 physical, 3 physical (30 total damage).
Voravena the warg's Fan of Knives hits Deep One Dave for 27 physical, 0 physical (27 total damage).
Voravena the warg's Fan of Knives hits Deep One Dave for 22 physical, 3 physical (24 total damage).
Voravena the warg's Fan of Knives hits Deep One Dave for 25 physical, 3 physical (28 total damage).
Voravena the warg's Fan of Knives hits Deep One Dave for 0 physical, 0 physical (0 total damage).
Voravena the warg lashes out with a spinning backhand.
Voravena the warg breathes sand!
Deep One Dave shrugs off the effect 'Blinded'!
Voravena the warg hits Deep One Dave for 62 physical, 3 physical, 47 physical (112 total damage).
Deep One Dave the level 12 drem stone warden was maimed to death by Voravena the warg on level 3 of Norgos Lair.