Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Bastion 1.4.6A complete rework for Bulwark. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 23 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Bethyra the giant venus flytrap at level 10 on the 5th Mirth 122nd year of Ascendancy at 09:08 2 / 3Killed by Xaneldanne the gigantic sandworm tunneler at level 18 on the 67th Dusk 122nd year of Ascendancy at 09:12 Killed by Ivurin the saw horror at level 23 on the 4th Haze 122nd year of Ascendancy at 07:43 |
| Antimagic | Follower |
Primary Stats
| Strength | 23 (base 14) |
| Dexterity | 63 (base 52) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 35 (base 23) |
| Cunning | 45 (base 32) |
Resources
| Life | 463/463 |
| Stamina | 228/228 |
| Equilibrium | 0 |
| Healing Factor | 1.5638297872341 |
| Regeneration | 0.39095744680852 |
Speed
| Mental | -4.9960036108132E-12% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 43.981969560783 |
| See Invisible | 40.981969560783 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 59 |
| Crit Chance | 23% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 59 |
| Crit Chance | 23% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 12% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 32 (57.811550151976%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 18 |
| Mental Save | 30 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Confusion Resistance | 46% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the repented thief from death by thought-forged warrior. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You failed to protect the temporal explorer from death by Velymithra the brown bear. Escort: temporal explorer (level 3 of Norgos Lair) | failed |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed minotaur nose. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala has completed an elixir of mastery 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 green worm. * '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 orc heart. 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 sandworm tooth. * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Mardeyaldil the Plaguemire (0 def, 5 armour) Mardeyaldil the Plaguemire (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% blight / +6% lightning Changes damage: +3% nature Spell save: +3 (+2 eff.) Infravision radius: +1 A pair of boots made of leather. |
| Light source | brass lantern 'Sewerseam' brass lantern 'Sewerseam'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 4 nature / 8 physical Changes resistances: +6% nature Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +8 See invisible: +5 Healing mod.: +20% 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 | Vorolenne the Phoenixbore (0 def, 1 armour) Vorolenne the Phoenixbore (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +6 Str / +11 Dex / +3 Cun Changes resistances: +6% fire Light radius: +2 A cap made of leather. |
| On hands | Urthiromineg the dwarven-steel gauntlets (0 def, 2 armour) Urthiromineg the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 10 mind / 17 darkness Changes resistances: +9% light / +12% temporal Reduces incoming crit damage: 15.00% Mental save: -13 (-7 eff.) Poison immunity: +10% Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | steel torque of kinetic psionic shield [power 47] (18 cooldown) steel torque of kinetic psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Manurek the copper ring Manurek the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Armour: +4 Damage when hit (Melee): 8 physical Changes stats: +3 Con Changes damage: +12% physical Physical save: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | Bogreeve the copper ring Bogreeve the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +8 Armour: +2 Damage when hit (Melee): 8 nature / 8 physical Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
| Around neck | Naturequake the gold amulet Naturequake the gold amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Wil Changes resistances: +18% mind Changes resistances penetration: +10% arcane / +15% nature Changes damage: +9% arcane Mental save: +7 (+3 eff.) Confusion immunity: +46% Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
| In main hand | thought-forged dwarven-steel dagger of massacre (125% power, 7 apr) thought-forged dwarven-steel dagger of massacre (125% power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 126% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, short and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | thought-forged dwarven-steel dagger of erosion (117% power, 7 apr) thought-forged dwarven-steel dagger of erosion (117% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to cause random gloom Damage (Melee): +8 temporal / +7 nature / +8 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, short and deadly. |
| Cloak | linen cloak 'Eiliniwen' (1 def, 11 armour) linen cloak 'Eiliniwen' (1 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +11 Defense: +1 (+1 eff.) Changes stats: +2 Con Changes resistances: +11% cold Changes resistances penetration: +25% physical Changes damage: +9% physical Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazemistress (10 def, 7 armour) Blazemistress (10 def, 7 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Cun Changes resistances: +9% lightning Grants telepathy: Humanoid/Orc Mental save: +12 (+6 eff.) Light radius: +1 Infravision radius: +1 A suit of armour made of leather. |
Inventory
movement infusion of the sneak (440% speed; 5 turns) movement infusion of the sneak (440% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 440% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
regeneration infusion of the duelist (heal 298 over 5 turns) regeneration infusion of the duelist (heal 298 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Dexterity 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. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +20% Disease immunity: +22% Amulets can have magical properties. |
copper amulet 'Obsidianqueller' copper amulet 'Obsidianqueller'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +20% darkness Changes damage: +6% darkness Talent mastery: +0.12 Technique / Combat training See invisible: +9 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of constitution (+3) steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Boltstinger the steel battleaxe (118% power, 2 apr)Boltstinger the steel battleaxe (118% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 insidious poison When wielded/worn: Changes resistances: +6% mind / +3% fire Changes resistances penetration: +10% lightning Spell save: +3 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
Aruranne the rough leather belt Aruranne the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +2 Con Grants telepathy: Humanoid/Orc Maximum life: +32.00 See invisible: +6 A belt that goes around your waist. |
hardened leather belt 'Brightlash' hardened leather belt 'Brightlash'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 light Changes stats: +2 Wil Changes resistances penetration: +10% lightning / +15% light Changes damage: +18% light Mental save: +10 (+5 eff.) Maximum life: +57.00 A belt that goes around your waist. |
Duathelimmortal the linen cloak (1 def, 0 armour) Duathelimmortal the linen cloak (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: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 nature Changes stats: +1 Str / +1 Con Changes resistances: +3% nature / +3% darkness Changes damage: +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shadequench' (1 def, 0 armour) linen cloak 'Shadequench' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +25% darkness Changes damage: +6% acid Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Burek the Sulfurpiety (0 def, 3 armour) Burek the Sulfurpiety (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 nature Changes stats: +3 Cun / +3 Con Changes resistances: +6% nature Changes resistances penetration: +20% fire Changes damage: +6% nature / +12% fire Physical save: +13 (+6 eff.) Mental save: +13 (+6 eff.) A pair of boots made of leather. |
Poxraven (0 def, 1 armour) Poxraven (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances penetration: +20% nature Changes damage: +6% mind / +18% nature Maximum encumbrance: +24 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Rhyroddaregoldir the Glareradiance (0 def, 4 armour) Rhyroddaregoldir the Glareradiance (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Armour: +4 Fatigue: -3% Changes resistances penetration: +10% light Changes damage: +6% light Critical mult.: +9.00% Maximum encumbrance: +27 Physical save: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duvylefang the Noonmaim (0 def, 2 armour) Duvylefang the Noonmaim (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to blind Changes damage: +6% light / +12% mind Life regen: +1.60 Stamina each turn: +1.00 Maximum stamina: +17.00 Light radius: +3 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Damage (Melee): +12 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glimmerterror (0 def, 1 armour) Glimmerterror (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Changes stats: +3 Str / +4 Wil Grants telepathy: Dragon Psi when hit: +0.20 Maximum hate: +2.00 When used to modify unarmed attacks: Power: 100% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +4 light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Bilelord' (0 def, 2 armour) hardened leather gloves 'Bilelord' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 11 mind / 21 darkness Changes resistances: +3% nature / +9% mind Changes damage: +27% nature Mental save: -12 (-6 eff.) Mindpower: +6 (+3 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). Burst (radius 1) on hit: +8 nature It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 9.36 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Morbusradiance the linen wizard hat (1 def, 0 armour) Morbusradiance the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +15% nature Changes damage: +9% nature / +3% darkness Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Belyssra' (6 def, 8 armour) dwarven-steel helm 'Belyssra' (6 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +2 Str / +3 Dex / +5 Mag / +8 Wil / +4 Cun Changes resistances: +4% all Physical save: +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Scorpionlady' (1 def, 0 armour) linen wizard hat 'Scorpionlady' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% nature Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Betharibeth' (3 def, 6 armour)hardened leather armour 'Betharibeth' (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes stats: +2 Mag Grants telepathy: Dragon Demon/Major Demon/Minor Reduces incoming crit damage: 15.00% Infravision radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Ginarihor the Blackmonster (4 def, 9 armour)Ginarihor the Blackmonster (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 darkness Changes stats: +2 Str / +4 Wil Changes resistances: +18% acid Changes damage: +12% darkness Grants telepathy: Dragon A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Obsidiansmasher the steel shield (6 def, 2 armour, 35.5 block)Obsidiansmasher the steel shield (6 def, 2 armour, 35.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 darkness Changes resistances: +21% cold Changes damage: +21% temporal Talent granted: +2 Block Handheld deflection devices. |
8 agate 8 agate0.00 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. |
312 alchemist agate 312 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. |
onyx 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. |
3 aquamarine 3 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (90 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Koryromithad' brass lantern 'Koryromithad'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +4 Cun Silence immunity: +15% Confusion immunity: +20% Pinning immunity: +10% Maximum life: +47.00 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. |
piercing alchemist's lamp of clarity piercing alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Changes resistances penetration: +7% all Mental save: +7 (+3 eff.) Light radius: +4 See stealth: +7 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 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 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 9 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 80% 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. |
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. |
2 garnet 2 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 Recall (2/2) Rod of Recall (2/2)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 176 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. |
quick dwarven-steel torque of psychoportation [power 27] (20 cooldown) quick dwarven-steel torque of psychoportation [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of clear mind [power 2] (7 cooldown) quick steel torque of clear mind [power 2] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of clear mind [power 3] (11 cooldown) supercharged dwarven-steel torque of clear mind [power 3] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
2 quartz 2 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. |
10 ametrine 10 ametrine0.00 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. |
2 citrine 2 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. |
9 zircon 9 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
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Mara the Cornac Rogue level 14
30th Dusk 122nd year of Ascendancy at 10:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mara the Cornac Rogue level 12
3rd Flare 122nd year of Ascendancy at 13:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Mara the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 19:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Mara the Cornac Rogue level 20
69th Dusk 122nd year of Ascendancy at 03:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Mara the Cornac Rogue level 8
78th Pyre 122nd year of Ascendancy at 19:32 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Mara the Cornac Rogue level 14
24th Dusk 122nd year of Ascendancy at 20:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Mara the Cornac Rogue level 23
3rd Haze 122nd year of Ascendancy at 18:46 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Mara the Cornac Rogue level 16
44th Dusk 122nd year of Ascendancy at 05:53 see stats
Log
Mara receives 4 healing from Ivurin the saw horror.
Bleeding from Mara hits Ivurin the saw horror for (5 to psi shield), (5 resist armour), 0 physical (0 total damage).
Deadly Poison from Mara hits Ivurin the saw horror for (32 to psi shield), (26 resist armour), 6 nature (6 total damage).
Mara uses Venomous Strike.
Ivurin the saw horror resists the mind attack!
Ivurin the saw horror is lost in despair!
Ivurin the saw horror resists the mind attack!
Mara is invigorated by the attack!
Mara performs a melee critical strike against Ivurin the saw horror!
Ivurin the saw horror shrugs off the critical damage!
Ivurin the saw horror resists the mind attack!
Mara's mind surges with critical power!
Mara is invigorated by the attack!
Ivurin the saw horror is poisoned!
You have 2 life(s) left.
Mara deactivates Leeching Poison.
Mara deactivates Insidious Poison.
Mara's attacks are less focused.
Mara stops bleeding.
Mara deactivates Apply Poison.
Mara is no longer attuned.
Mara deactivates Trained Reactions.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ivurin the saw horror hits Mara for 31 fire, 35 physical, 23 fire, 35 physical, 250 healing (124 total damage) [250 healing].
Mara hits Ivurin the saw horror for (59 to psi shield), (26 resist armour), 74 nature, (2 resist armour), 0 mind, (11 resist armour), 0 darkness, (2 resist armour), 0 mind, (55 to psi shield), (26 resist armour), 30 nature, (3 to psi shield), (3 resist armour), 0 temporal, (3 resist armour), 0 mind, (3 to psi shield), (3 resist armour), 0 nature, (11 resist armour), 0 darkness, (2 resist armour), 0 mind (104 total damage).
Mara the level 23 cornac rogue was shattered to death by Ivurin the saw horror on level 3 of Lake of Nur.
Saving done.
