












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/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.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 19 / 40% |
Size | medium |
Lifes / Deaths | Killed by Layunn the shadow claw at level 19 on the 7th Dearth 122nd year of Ascendancy at 15:06 3 / 3Killed by Kyless at level 19 on the 8th Dearth 122nd year of Ascendancy at 14:27 Killed by Chomas Jepherson at level 19 on the 8th Dearth 122nd year of Ascendancy at 14:34 |
Primary Stats
Strength | 47 (base 29) |
Dexterity | 11 (base 11) |
Constitution | 45 (base 30) |
Magic | 8 (base 10) |
Willpower | 44 (base 32) |
Cunning | 23 (base 14) |
Resources
Life | 685/685 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 1.4407785333634 |
Regeneration | 5.4029195001127 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 43 |
Accuracy | 44 |
Crit Chance | 7% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 44 |
Crit Chance | 7% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Mind | +4% |
All | 0% |
Lightning | +9% |
Light | +7% |
Temporal | +9% |
Darkness | +7% |
Fire | +12% |
Nature | +8% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +20% |
Defense: Base
Armour (hardiness) | 42.08934837382 (81.151787968034%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 27 |
Physical Save | 52 |
Spell Save | 26 |
Mental Save | 30 |
Defense: Resistances
Blight | + 12%( 70%) |
Cold | + 9%( 70%) |
All | + 3%( 70%) |
Darkness | + 16%( 70%) |
Light | + 9%( 70%) |
Temporal | + 19%( 70%) |
Lightning | + 23%( 70%) |
Mind | + 15%( 70%) |
Fire | + 33%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 49% |
Fear Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (3/3)
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 214 life over 5 turns. Its effects scale with your Willpower 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: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Isloth the gloomy giant venus flytrap. Escort: lost defiler (level 1 of Heart of the Gloom) | failed |
You failed to protect the lost tinker from death by large white snake. Escort: lost tinker (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. | active |
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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +12% lightning / +11% temporal / +6% darkness / +9% blight Changes resistances penetration: +15% darkness Physical save: +19 (+6 eff.) A cap made of leather. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 9 darkness / 8 light Changes stats: +3 Str / +3 Cun Changes resistances: +6% temporal / +7% darkness / +6% light Changes damage: +9% temporal / +5% darkness / +7% light 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 81 for 5 turns Activation puts all charms on cooldown for 36 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +21% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +3% 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. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +8 (+5 eff.) Changes stats: +3 Con Changes resistances: +9% lightning / +7% fire / +6% cold Changes resistances penetration: +20% lightning Changes damage: +9% lightning Physical save: +17 (+5 eff.) Mental save: +9 (+5 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 5 darkness Changes damage: +4% mind / +2% darkness Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +13.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +1 Cun / +2 Dex Physical save: +5 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Str / +3 Con Maximum life: +30.00 A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Life regen: +2.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes resistances: +24% lightning / +6% nature Changes resistances penetration: +15% darkness / +5% nature Changes damage: +12% lightning / +9% mind Rings make your fingers look great! |
![]() Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 nature / +9 darkness Damage against: +9% Living Massive two-handed battleaxes. |
![]() Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+4 eff.) Disarm immunity: +20% Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 57% Damage (radius 1) on hit: +16 nature When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Cun / +1 Con Changes resistances penetration: +5% physical Critical mult.: +10.00% Mental save: +3 (+2 eff.) Disarm immunity: +15% Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 darkness / +5 temporal Damage against: +7% Living When wielded/worn: Changes resistances: +7% temporal Sharp, short and deadly. |
![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 193.44 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 3 darkness Changes damage: +2% mind / +2% darkness Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +12.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +8 (+5 eff.) Changes damage: +5% lightning / +4% cold / +4% physical Talent granted: +1 Attune Mindstar Pinning immunity: +15% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Disease immunity: +11% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
![]() Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +2% nature Talent granted: +1 Attune Mindstar Physical save: +2 (+0 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+2 eff.) Disease immunity: +10% Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Dex / +1 Mag / +1 Wil Changes resistances: +6% light Stamina each turn: +1.00 Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +2% Changes stats: +1 Dex Critical mult.: +15.00% Physical save: +3 (+1 eff.) Life regen: +2.00 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. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 5 physical Changes damage: +3% physical 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. |
![]() Requires: - 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 resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 14 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+5 eff.) Fatigue: +12% Changes stats: +1 Cun / +2 Wil Changes resistances: +11% blight / +11% darkness Mental save: +12 (+6 eff.) Light radius: +1 A suit of armour made of mail. |
![]() acidic dwarven-steel shield of resilience (0 def, 6 armour, 30-35 power, 80.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * 13% chance to reduce armor by 9% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 4 acid Talent granted: +1 Block Maximum life: +56.00 Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% 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 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 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 39.56 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.56 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. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Crafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
![]() 0.00 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. |
![]() 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 Chomas Jepherson the Dwarf Cursed level 12
15th Profit 122nd year of Ascendancy at 23:15 see stats
By Chomas Jepherson the Dwarf Cursed level 19
7th Dearth 122nd year of Ascendancy at 07:58 see stats
By Chomas Jepherson the Dwarf Cursed level 10
3rd Acquisition 122nd year of Ascendancy at 21:20 see stats
By Chomas Jepherson the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 00:24 see stats
By Chomas Jepherson the Dwarf Cursed level 10
3rd Acquisition 122nd year of Ascendancy at 21:40 see stats
By Chomas Jepherson the Dwarf Cursed level 19
8th Dearth 122nd year of Ascendancy at 14:34 see stats
Log
Kyless's creeping dark hits Chomas Jepherson for 17 darkness damage.
Chomas Jepherson instinctively hardens his skin and ignores the attack!
Chomas Jepherson repels an attack from Kyless.
Chomas Jepherson feels pain again.
Kyless strikes Chomas Jepherson in the darkness (+22% damage).
Kyless hits Chomas Jepherson for 4 nature, 8 fire, 4 cold (17 total damage).
Mindrot hits Kyless for (2 deflected), 2 mind, (1 deflected), 5 darkness (7 total damage).
Chomas Jepherson uses Beckon.
Kyless has been beckoned.
Kyless uses Willful Strike.
Kyless's mind surges with critical power!
Chomas Jepherson was smashed!
Kyless strikes Chomas Jepherson in the darkness (+22% damage).
Kyless hits Chomas Jepherson for 276 physical, 39 physical (314 total damage).
Chomas Jepherson the level 19 dwarf cursed was bled to death by Kyless and fed to his corrupted dogs on level 6 of Tranquil Meadow.
Kyless is no longer being stalked by Chomas Jepherson.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Kyless killed Chomas Jepherson!
Saving game...
Talent Harass Prey is ready to use.
Chomas Jepherson activates Gloom.
Chomas Jepherson activates Stalk.
Saving done.
Talent Attune Mindstar is ready to use.
Personal New Achievement: Utterly Destroyed!