











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.3Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.3Official 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 15 / 32% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 47 (base 33) |
Dexterity | 11 (base 10) |
Constitution | 22 (base 15) |
Magic | 9 (base 10) |
Willpower | 45 (base 36) |
Cunning | 15 (base 10) |
Resources
Life | 598/598 |
Stamina | 230/230 |
Equilibrium | 0 |
Healing Factor | 1.3124166372473 |
Regeneration | 13.575086382263 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 79 |
Accuracy | 41 |
Crit Chance | 4% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +10% |
Nature | +9% |
Blight | +5% |
Mind | +12% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 27.255587202133 (65.897138898113%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 7 |
Physical Save | 28 |
Spell Save | 25 |
Mental Save | 26 |
Defense: Resistances
Cold | + 3%( 70%) |
Acid | + 6%( 70%) |
Light | + 30%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 12%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Bleed Resistance | 10% |
Confusion Resistance | 0% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 178 life over 5 turns. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Draconic Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dragon's Breath | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Wild-gift / Ice Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm Wyrm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Acid Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Draconic Body | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% cold Life Regen +4.00 Cut Resist +10% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Mag +1 Con offense ------ Damage +11% lightning Ignore resists +15% acid When Hit 4 acid defense ------ Defense +1 (+1 eff.) Resistance +16% lightning +3% acid Crit Resistance 10.00% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 51.28 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +2 Con offense ------ Damage +12% mind Accuracy +20 (+7 eff.) When Hit 6 fire defense ------ Armor +6 Resistance +12% mind Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+7 eff.) Fatigue -5% Stealth +5 other ------- Encumbrance +21 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind On Hit: * 16% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
Socketed Gems | ![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Life +25.00 Life Regen +2.00 Healmod +11% A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +7 Str +1 Con offense ------ Damage +6% fire When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +9% nature Ignore resists +10% nature When Hit 2 light On-Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce armor by 14% defense ------ Resistance +3% acid Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +10% light +11% darkness Blind Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% other ------- Psi when Hit +0.04 Max hate +4.00 Max psi +30.00 Light +2 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil +2 Con offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +3% light +10% physical defense ------ Defense +5 (+5 eff.) other ------- Max (+) +15.00 Max (-) +15.00 Light +3 See Invis +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 51.84 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +4 lightning On-crit, radius 2 +4 lightning While equipped: defense ------ Resistance +3% fire Crit Resistance 15.00% Blind Resist +20% Confus Resist +10% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +19 nature On-Hit, radius 1 +4 nature +20 arcane While equipped: offense ------ Damage +6% nature Ignore resists +15% nature Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 light +10 cold Damage Against +9% Undead Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Nature Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 nature On-Hit, radius 1 +7 fire One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Resistance +5% mind Mind save +5 (+3 eff.) other ------- Psi/turn +0.50 Max psi +28.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 lightning While equipped: Stats +3 Dex offense ------ Damage +14% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +1.0% Accuracy +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Psionic Weapon Damage 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 18 On-ranged-hit +20 fire On-crit, radius 2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 20% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Master Weapon Damage 28.0 - 33.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Master Weapon Damage 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 45 While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Ego+] Psionic When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +19 On-hit +10 physical While equipped: Stats +2 Wil defense ------ Armor +2 Fatigue +8% Resistance +11% physical Windwall +11 Slow Projectiles +11% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 24.0 - 33.6 Physical Uses 150% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+7 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Physical Crit +7.0% Mind Crit +2% Mindpower +15 (+6 eff.) defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Resistance +3% cold +17% fire other ------- Equi when Hit +0.04 A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% nature +11% blight A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Mind save +12 (+6 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +5% physical Physical save +12 (+6 eff.) Life Regen +2.00 other ------- Stamina/turn +0.80 A suit of armour made of metal plates. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil defense ------ Defense +1 (+1 eff.) Mind save +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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 blight Damage +5% blight defense ------ Armor +2 Fatigue +3% Resistance +5% blight 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Wil +1 Con offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Defense +1 (+1 eff.) Resistance +12% cold other ------- Psi/turn +0.14 See Invis +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Physical save +11 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% cold defense ------ Mind save +15 (+8 eff.) Healmod +15% Disarm Resist +20% Sting an enemy dealing 120 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Bedar the Dwarf Wyrmic level 10
30th Voratun 122nd year of Ascendancy at 23:09 see stats
By Bedar the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 21:04 see stats
By Bedar the Dwarf Wyrmic level 11
1st Acquisition 122nd year of Ascendancy at 09:16 see stats
By Bedar the Dwarf Wyrmic level 14
5th Profit 122nd year of Ascendancy at 02:11 see stats
Log
You pickup 0.45 gold pieces.
You pickup 2.25 gold pieces.
Bedar's skin returns to normal.
Resting starts...
Talent Dragon's Breath is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
You pickup 0.60 gold pieces.
Bedar picks up (t.): cleansing steel mail armour (2 def, 6 armour).
You pickup 1.90 gold pieces.
Bedar picks up (a.): healing infusion (heal 42; cd 15).
Bedar picks up (l.): gifted vined mindstar (4-5 power, 18 apr, nature damage).
Bedar picks up (e.): elm magestaff (10-12 power, 2 apr, fire element).
Talent Resilience of the Dwarves is ready to use.
There is a way to the lake of Nur here (press '' or right click to use).
Ran for 58 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 42 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the lake of Nur here (press '' or right click to use).
Ran for 42 turns (stop reason: at exit).