












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 | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Writhing One |
Level / Exp | 20 / 59% |
Size | medium |
Lifes / Deaths | Killed by bandit at level 11 on the 28th Voratun 122nd year of Ascendancy at 00:57 0 / 6Killed by Veletta the green jelly at level 12 on the 31st Voratun 122nd year of Ascendancy at 15:09 Killed by gwelgoroth at level 16 on the 28th Profit 122nd year of Ascendancy at 00:54 Killed by Salera the skeleton master archer at level 18 on the 23rd Wealth 122nd year of Ascendancy at 21:29 Killed by Duraj's Inner Demon at level 20 on the 25th Dearth 122nd year of Ascendancy at 05:10 Killed by Belydath the half formed drem at level 20 on the 25th Dearth 122nd year of Ascendancy at 06:38 |
Primary Stats
Strength | 34 (base 27) |
Dexterity | 18 (base 11) |
Constitution | 25 (base 18) |
Magic | 44 (base 46) |
Willpower | 14 (base 11) |
Cunning | 16 (base 14) |
Resources
Life | -42/614 |
Insanity | 10/100 |
Healing Factor | 1.1245178243369 |
Regeneration | 4.7792007534318 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
See Stealth | 9 |
See Invisible | 10 |
Offense: Mainhand
Damage | 35 |
Accuracy | 34 |
Crit Chance | 3% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Fire | +9% |
Mind | +3% |
Physical | +3% |
Cold | +8% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +10% |
Physical | +15% |
Cold | +11% |
All | 0% |
Defense: Base
Armour (hardiness) | 41 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 11 |
Physical Save | 39 |
Spell Save | 35 |
Mental Save | 28 |
Defense: Resistances
Arcane | + 9%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Light | + 12%( 70%) |
Physical | + 20%( 70%) |
Cold | + 10%( 70%) |
Fire | + 12%( 70%) |
Darkness | + 6%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Bleed Resistance | 20% |
Confusion Resistance | 68% |
Disarm Resistance | 20% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 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: HealingUse 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 instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Slow death | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
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 successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed warg claw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Fatigue: +3% Changes resistances: +5% arcane / +12% fire Changes damage: +9% fire Silence immunity: +22% Confusion immunity: +28% Stun/Freeze immunity: +28% Life regen: +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Cun / +1 Dex Changes resistances: +12% light Changes resistances penetration: +10% light Blindness immunity: +23% Confusion immunity: +19% Light radius: +7 Infravision radius: +1 See stealth: +9 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +4 Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +4 Dex Changes resistances: +6% darkness Changes damage: +3% physical Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +5% acid Reduces incoming crit damage: 5.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Cut immunity: +20% Confusion immunity: +20% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 28% Changes stats: +3 Str / +2 Dex / +1 Cun Changes resistances penetration: +15% physical Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +3% mind Critical mult.: +5.00% Mental save: +5 (+3 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Spellpower: +3 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +11% cold Changes damage: +8% cold Blunt and deadly. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 11% chance to reduce all saves and defense by 14 Damage (Melee): 10 mind / 13 darkness Physical save: +5 (+2 eff.) Mental save: -9 (-4 eff.) Disarm immunity: +20% Mindpower: +4 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Main armor | ![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 40.22 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +11 (+5 eff.) Damage when hit (Melee): 8 cold Changes stats: +1 Con Changes resistances: +11% cold Changes damage: +3% mind Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings make your fingers look great! |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Blunt and deadly. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes resistances: +6% darkness / +3% acid Changes resistances penetration: +5% fire Changes damage: +6% acid / +3% darkness Physical 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Changes stats: +6 Lck / +4 Dex Changes resistances: +3% acid / +1% physical Stealth bonus: +6 Physical save: +9 (+3 eff.) Blindness immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +6% blight / +3% fire / +3% darkness / +6% cold Changes damage: +3% cold Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +5 Str / +2 Cun / +1 Con Changes damage: +6% physical Maximum life: +20.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% nature Changes damage: +6% 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 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +3% light Changes resistances penetration: +5% cold Changes damage: +6% light Light radius: +7 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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 3 When wielded/worn: Changes resistances: +6% fire Changes damage: +15% light / +15% fire Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life It can be used to blast the opponent's mind dealing 247 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 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 Duraj the Dwarf Writhing One level 10
24th Voratun 122nd year of Ascendancy at 19:08 see stats
By Duraj the Dwarf Writhing One level 20
7th Dearth 122nd year of Ascendancy at 06:27 see stats
By Duraj the Dwarf Writhing One level 20
7th Dearth 122nd year of Ascendancy at 13:03 see stats
By Duraj the Dwarf Writhing One level 10
24th Voratun 122nd year of Ascendancy at 20:02 see stats
By Duraj the Dwarf Writhing One level 12
30th Voratun 122nd year of Ascendancy at 19:00 see stats
By Duraj the Dwarf Writhing One level 17
34th Profit 122nd year of Ascendancy at 01:07 see stats
Log
worm that walks (servant of Duraj) hits Bloated horror for 2 blight, 2 temporal (5 total damage).
worm that walks (servant of Duraj) hits Ce'Nita the half formed drem for 0 acid damage.
worm that walks (servant of Duraj) hits Belydath the half formed drem for 24 acid damage.
Melee retaliation hits worm that walks (servant of Duraj) for 5 fire, 4 fire (11 total damage).
The Amalgamation's deep wound closes.
Emukira the half formed drem hits worm that walks (servant of Duraj) for 36 physical damage.
Dissolved Face from Duraj's Inner Demon hits worm that walks (servant of Duraj) for 3 darkness damage.
Bloated horror hits worm that walks (servant of Duraj) for 20 physical damage.
Bloated horror uses Mind Sear.
Bloated horror hits worm that walks (servant of Duraj) for 19 mind damage.
Bloated horror hits Turtle for 22 mind damage.
Duraj's Inner Demon is not dazed anymore.
Belydath the half formed drem's spell attains critical power!
Character control switched to Duraj.
Turtle's is vulnerable to attacks and effects!
Turtle is covered in black blood!
Duraj's defiled blood area effect misses Bloated horror.
Belydath the half formed drem hits Worm that walks (servant of Duraj) for 63 darkness damage.
Duraj's defiled blood area effect hits Turtle for 7 darkness, 13 darkness, 10 mind (30 total damage).
Duraj's defiled blood area effect hits Emukira the half formed drem for 3 darkness, 7 darkness, 7 mind (19 total damage).
Duraj's dazing lightning area effect hits Porurenne the half formed drem for 35 lightning damage.
Duraj's dazing lightning area effect hits Duraj's Inner Demon for (32 absorbed), 0 lightning (0 total damage).
Duraj's dazing lightning area effect hits Giant spider for 36 lightning damage.
Duraj's dazing lightning area effect hits Ce'Nita the half formed drem for 8 lightning damage.
Duraj's dazing lightning area effect hits Islanne the half formed drem for 32 lightning damage.
Duraj's dazing lightning area effect hits Adybrelaith the half formed drem for 36 lightning damage.
Duraj's dazing lightning area effect hits Bloated horror for 23 lightning damage.
Duraj's dazing lightning area effect hits The Amalgamation for (24 absorbed), 0 lightning (0 total damage).
Duraj's dazing lightning area effect hits Belydath the half formed drem for 29 lightning damage.
Duraj the level 20 dwarf writhing one was shadowed to death by Belydath the half formed drem on level 2 of Dremshor Tunnels.