Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Improved player targetting 1.2.0Player's targetting improvements. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 27 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Betheselle the ultimate telugoroth at level 22 on the 5th Decay 122nd year of Ascendancy at 05:08 0 / 8Killed by Betheselle the ultimate telugoroth at level 22 on the 5th Decay 122nd year of Ascendancy at 06:37 Killed by elven cultist at level 24 on the 3rd Regrowth 123rd year of Ascendancy at 06:28 Killed by elven cultist at level 24 on the 3rd Regrowth 123rd year of Ascendancy at 07:52 Killed by Xanerin the elven guard at level 24 on the 4th Regrowth 123rd year of Ascendancy at 04:20 Killed by elven blood mage at level 25 on the 4th Regrowth 123rd year of Ascendancy at 15:52 Killed by elven corruptor at level 25 on the 5th Regrowth 123rd year of Ascendancy at 02:12 Killed by skeleton warrior at level 27 on the 11st Regrowth 123rd year of Ascendancy at 08:10 |
Primary Stats
| Strength | 79 (base 58) |
| Dexterity | 70 (base 50) |
| Constitution | 14 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -68/668 |
| Stamina | 105/118 |
| Healing Factor | 1.1 |
| Regeneration | 10.060767708182 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 62 |
| Crit Chance | 28% |
| APR | 7 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 102.20692112527 (73.452380952381%) |
| Defense | 46.643077886458 |
| Ranged Defense | 50.643077886458 |
| Fatigue | 46 |
| Physical Save | 56.183333333333 |
| Spell Save | 24.35 |
| Mental Save | 24.2 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 5% |
| Poison Resistance | 100% |
| Knockback Resistance | 96% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 362 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 210 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Chant of Fortress |
| talent | Shield Wall |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by wretchling. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 193. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within10 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | [vs. Xanovena the pair of hardened leather boots (0 def, 3 armour) (On feet)] Xanovena the pair of hardened leather boots (0 def, 3 armour)Xanovena the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) (-) Armour penetration: +1 (-) Armour: +3 (-) Fatigue: -3% (-) Changes resistances: +1%(-) physical Maximum encumbrance: +25 (-) Physical save: +13 (+4 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. iron helm 'Blindwinnow' (0 def, 3 armour) (On head)] iron helm 'Blindwinnow' (0 def, 3 armour)iron helm 'Blindwinnow' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 30% chance to inflict damage reduction * 15% chance to daze Damage (Melee): 0(-15) item lightning daze / 0(-30) item darkness numbing Changes stats: +5(-) Str / +5(-) Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)] Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 (-) Fatigue: +10% (-) Changes resistances: +20%(-) acid / +10%(-) physical Changes resistances cap: +10%(-) acid / +5%(-) physical Changes resistances penetration: +15%(-) acid / +15%(-) physical Changes damage: +10%(-) acid / +5%(-) physical Talents cooldown: Clinch (-2(-) turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | [vs. Turenik (dig speed 13 turns) (Tool)] Turenik (dig speed 13 turns)Turenik (dig speed 13 turns) Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 20(-) acid Changes stats: +2(-) Str Changes resistances: +3%(-) acid / +11%(-) darkness / +12%(-) nature Changes damage: +15%(-) acid / +11%(-) fire / +10%(-) mind / +7%(-) nature Damage affinity(heal): +15%(-) darkness Mental save: +10 (+5 eff.) (-) Infravision radius: +6 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. titan's copper ring of nature (+22%) (On fingers, 1 of 2)] titan's copper ring of nature (+22%)titan's copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +22%(-) nature Changes damage: +11%(-) nature Physical save: +4 (+1 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. titan's copper ring of nature (+22%) (On fingers, 1 of 2)] Blazekill the stralite ringBlazekill the stralite ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +32% fire / +0%(-22%) nature / +15% temporal Changes damage: +6% lightning / +16% fire / +0%(-11%) nature Physical save: +0 (+0 eff.) (-4 (-1 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. steel amulet 'Islunne' (Around neck)] steel amulet 'Islunne'steel amulet 'Islunne' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7(-) light / 7(-) darkness Effects when hit in melee: * 7% chance to blind * 9% chance to inflict damage reduction Damage when hit (Melee): 0(-9) item darkness numbing / 0(-7) item light blind Changes resistances penetration: +10%(-) arcane / +5%(-) mind Changes damage: +6%(-) arcane / +7%(-) light / +8%(-) darkness Amulets can have magical properties. |
| In main hand | [vs. Marditodin the Infernobrace (152% power, 6 apr) (In main hand)] Marditodin the Infernobrace (152% power, 6 apr)Marditodin the Infernobrace (152% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Damage (Melee): +14(-) temporal / +13(-) nature / +8(-) fire Burst (radius 2) on crit: +8(-) fire When wielded/worn: Changes resistances: +3%(-) fire Changes resistances penetration: +5%(-) fire Sharp, long, and deadly. This item has been sent to the Item's Vault. |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | [vs. Blackfire Aegis (8 def, 18 armour, 100% power, 235 block) (In off hand)] Blackfire Aegis (8 def, 18 armour, 100% power, 235 block)Blackfire Aegis (8 def, 18 armour, 100% power, 235 block) Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% Range: 1.2x Uses stat: 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% (-) Block value: +235 (-) On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50%(-) darkness When wielded/worn: Armour: +18 (-) Defense: +8 (+2 eff.) (-) Ranged Defense: +12 (+4 eff.) (-) Fatigue: +25% (-) Damage when hit (Melee): 24(-) darkness / 24(-) fire Changes resistances: +20%(-) darkness / +35%(-) fire Talents granted: +5.00(-) Block Spellpower: +8 (+6 eff.) (-) This rugged stone shield flickers with bursts of pitch black flame. This item has been sent to the Item's Vault. |
| Cloak | [vs. Cloak of Deception (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) (-) Spellpower: +5 (+3 eff.) (-) Mindpower: +5 (+5 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | [vs. Chekath the voratun mail armour (5 def, 25 armour) (Main armor)] Chekath the voratun mail armour (5 def, 25 armour)Chekath the voratun mail armour (5 def, 25 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +25 (-) Defense: +5 (+1 eff.) (-) Fatigue: +9% (-) Damage when hit (Melee): 4(-) temporal Changes resistances: +9%(-) acid / +18%(-) physical / +7%(-) cold / +10%(-) fire / +6%(-) nature / +11%(-) lightning Physical save: +39 (+13 eff.) (-) Mental save: +10 (+5 eff.) (-) Disarm immunity: +5% (-) Only die when reaching: -60.00 life (-) A suit of armour made of mail. |
Inventory
[vs. titan's copper ring of nature (+22%) (On fingers, 1 of 2)] Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +3 Cun / +0(-2) Con Changes resistances: +0%(-22%) nature Changes damage: +12% lightning / +0%(-11%) nature / +12% fire / +12% arcane / +12% cold Physical save: +0 (+0 eff.) (-4 (-1 eff.)) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. Marditodin the Infernobrace (152% power, 6 apr) (In main hand)] elven-wood longbow 'Scaldvile'elven-wood longbow 'Scaldvile' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-6) Physical crit. chance: +0.0% (-5.0%) Attack speed: 125% (+25%) Firing range: +9 Damage (Melee): +0(-14) temporal / +0(-13) nature / +0(-8) fire Damage (Ranged): +13 lightning Burst (radius 2) on crit: +0(-8) fire When wielded/worn: Changes resistances: +6% acid / +0%(-3%) fire Changes resistances penetration: +5%(-) fire Changes damage: +16% lightning Physical save: +6 (+2 eff.) Defense after a teleport: +10 Longbows are used to shoot arrows at your foes. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)] dwarven-steel gauntlets 'Flarepiety' (0 def, 2 armour)dwarven-steel gauntlets 'Flarepiety' (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-5) Fatigue: +0% (-10%) Damage (Melee): 7 acid Changes resistances: +7%(-13%) acid / +0%(-10%) physical Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +10% fire / +0%(-15%) physical Changes damage: +6%(-4%) acid / +9% fire / +0%(-5%) physical Talent cooldown: Clinch ((+0(+2) turn) Metal gloves protecting the hands up to the middle of the lower arm. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
126 alchemist agate 126 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Turenik (dig speed 13 turns) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 15 blight / 0(-20) acid Changes stats: +0(-2) Str Changes resistances: +0%(-3%) acid / +0%(-11%) darkness / +0%(-12%) nature Changes damage: +0%(-15%) acid / +4% blight / +0%(-11%) fire / +0%(-10%) mind / +0%(-7%) nature Damage affinity(heal): +0%(-15%) darkness Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Infravision radius: +0 (-6) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
[vs. Turenik (dig speed 13 turns) (Tool)] void yew wand of conjuration [power 229] (10 cooldown)void yew wand of conjuration [power 229] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage (Melee): 0(-15) item acid corrode Damage when hit (Melee): 0(-20) acid Changes stats: +0(-2) Str Changes resistances: +0%(-3%) acid / +0%(-11%) darkness / +0%(-12%) nature Changes damage: +0%(-15%) acid / +0%(-11%) fire / +0%(-10%) mind / +0%(-7%) nature Damage affinity(heal): +0%(-15%) darkness Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Infravision radius: +0 (-6) When carried: Talent granted: +0(+-1) Dig It can be used to fire a bolt of a random element (dam 114-229), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By marudor the Skeleton Bulwark level 18
19th Haze 122nd year of Ascendancy at 17:27 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By marudor the Skeleton Bulwark level 12
41st Dusk 122nd year of Ascendancy at 00:16 see stats
Exterminator
Killed 1000 creatures.By marudor the Skeleton Bulwark level 15
76th Dusk 122nd year of Ascendancy at 10:40 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By marudor the Skeleton Bulwark level 18
21st Haze 122nd year of Ascendancy at 16:58 see stats
Fear me not!
Survived the Fearscape!By marudor the Skeleton Bulwark level 18
19th Haze 122nd year of Ascendancy at 16:57 see stats
Got eggs?
Finish the Pikataclysm event.By marudor the Skeleton Bulwark level 24
6th Allure 123rd year of Ascendancy at 20:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By marudor the Skeleton Bulwark level 15
72nd Dusk 122nd year of Ascendancy at 20:14 see stats
Level 10
Got a character to level 10.By marudor the Skeleton Bulwark level 10
8th Flare 122nd year of Ascendancy at 00:19 see stats
Level 20
Got a character to level 20.By marudor the Skeleton Bulwark level 20
40th Haze 122nd year of Ascendancy at 07:40 see stats
That was close
Killed your target while having only 1 life left.By marudor the Skeleton Bulwark level 24
3rd Regrowth 123rd year of Ascendancy at 06:28 see stats
The Arena
Unlocked Arena mode.By marudor the Skeleton Bulwark level 10
10th Flare 122nd year of Ascendancy at 18:14 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By marudor the Skeleton Bulwark level 16
77th Dusk 122nd year of Ascendancy at 11:04 see stats
The secret city
Discovered the truth about mages.By marudor the Skeleton Bulwark level 13
65th Dusk 122nd year of Ascendancy at 20:35 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By marudor the Skeleton Bulwark level 26
10th Regrowth 123rd year of Ascendancy at 06:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By marudor the Skeleton Bulwark level 16
3rd Haze 122nd year of Ascendancy at 10:29 see stats
Unstoppable
Returned from the dead.By marudor the Skeleton Bulwark level 25
5th Regrowth 123rd year of Ascendancy at 02:12 see stats
Log
Barrow wight's glacial vapour area effect hits marudor for 20 cold damage.
Barrow wight's glacial vapour area effect hits Elder vampire for 4 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 4 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 3 cold damage.
Grave wight's glacial vapour area effect hits Skeleton warrior for 19 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 3 cold damage.
Grave wight's glacial vapour area effect hits Forest wight for 3 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 3 cold damage.
Grave wight's glacial vapour area effect hits Skeleton warrior for 19 cold damage.
Grave wight's glacial vapour area effect hits Emperor wight for 3 cold damage.
Grave wight's glacial vapour area effect hits marudor for 18 cold damage.
Grave wight's glacial vapour area effect hits Elder vampire for 3 cold damage.
Grave wight's glacial vapour area effect hits Barrow wight for 3 cold damage.
Forest wight's glacial vapour area effect hits Grave wight for 3 cold damage.
Forest wight's glacial vapour area effect hits Skeleton warrior for 19 cold damage.
Forest wight's glacial vapour area effect hits Grave wight for 3 cold damage.
Forest wight's glacial vapour area effect hits Forest wight for 3 cold damage.
Forest wight's glacial vapour area effect hits Grave wight for 3 cold damage.
Forest wight's glacial vapour area effect hits Skeleton warrior for 19 cold damage.
Forest wight's glacial vapour area effect hits Emperor wight for 3 cold damage.
Forest wight's glacial vapour area effect hits marudor for 17 cold damage.
Forest wight's glacial vapour area effect hits Elder vampire for 3 cold damage.
Forest wight's glacial vapour area effect hits Barrow wight for 3 cold damage.
Skeleton warrior misses marudor.
Emperor wight misses marudor.
Grave wight misses marudor.
Grave wight misses marudor.
Grave wight casts Lightning.
Skeleton warrior uses Stunning Blow.
Saving game...
