Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Embers of Rage 1.5.0Official 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 1.5.3Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 23 / 72% |
Size | medium |
Lifes / Deaths | Killed by Eletira the hornet swarm at level 6 on the 22nd Voratun 122nd year of Ascendancy at 05:32 0 / 6Killed by Velamivena the sand-drake at level 15 on the 45th Profit 122nd year of Ascendancy at 08:34 Killed by ritch flamespitter at level 17 on the 12nd Wealth 122nd year of Ascendancy at 04:13 Killed by storm wyrm at level 21 on the 22nd Shortage 122nd year of Ascendancy at 17:47 Killed by Silyramira the blade horror at level 23 on the 29th Shortage 122nd year of Ascendancy at 16:11 Killed by Silyramira the blade horror at level 23 on the 29th Shortage 122nd year of Ascendancy at 17:53 |
Primary Stats
Strength | 52 (base 40) |
Dexterity | 15 (base 10) |
Constitution | 16 (base 10) |
Magic | 35 (base 36) |
Willpower | 38 (base 32) |
Cunning | 12 (base 10) |
Resources
Life | -124/726 |
Mana | 202/322 |
Equilibrium | 65 |
Positive | 92/96 |
Healing Factor | 1.5983870967742 |
Regeneration | 2.3176612903225 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +59.478620073685% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 25.703251193202 |
See Invisible | 25.703251193202 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 95 |
Accuracy | 44 |
Crit Chance | 10% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 44 |
Crit Chance | 9% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 54.245273992066 (100%) |
Defense | 13 |
Ranged Defense | 27 |
Fatigue | 51 |
Physical Save | 38 |
Spell Save | 45 |
Mental Save | 37 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 63% |
Stun Resistance | 33% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 570% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Eldritch Infusion |
talent | Chant of Fortress |
talent | Shards |
detrimental effect | Reduces global action speed by 18%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | Slowed by 50% and taking 99 crushing damage per turn. Imploding (slow) |
beneficial effect | The target's skin reacts to damage, granting 34 armour. Stoneskin |
detrimental effect | Huge cut that bleeds, doing 4.16 physical damage per turn. Bleeding |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned, taking 197.19 nature damage per turn. Poison |
detrimental effect | The target has been dominated. It is unable to move and has lost 17 armor and 25 defense. Attacks from Silyramira the blade horror gain 50% damage penetration. Dominated |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Mayor of Flavor Town. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 71. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. 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 bloated horror heart. * You've found the needed red crystal shard. * You've found the needed bear paw. | 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 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 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 | Salurin (0 def, 1 armour) Salurin (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str Changes resistances: +9% acid Changes damage: +9% physical Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Maximum life: +20.00 Healing mod.: +10% A pair of boots made of leather. |
Light source | scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Willowpeal (2 def, 0 armour) Willowpeal (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 fire Changes resistances: +31% nature / +15% fire Changes resistances penetration: +10% nature Changes damage: +13% nature / +3% fire A pointy cloth hat, very wizardly... |
On hands | Yvykira the Thunderradiance (0 def, 3 armour) Yvykira the Thunderradiance (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +8 Physical power: +18 (+5 eff.) Armour: +3 Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 blight Changes stats: +4 Str / +7 Dex / +1 Mag / +2 Cun Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +41% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Sootdare [power 46] (8/20 cooldown) Sootdare [power 46] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +5% arcane / +12% darkness Changes resistances penetration: +15% darkness Changes damage: +6% darkness / +6% arcane Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Layegana LayeganaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% mind / +12% darkness Spell save: +6 (+2 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
On fingers | titan's gold ring of perseverance titan's gold ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Stun/Freeze immunity: +33% Life regen: +0.80 Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | stralite shield of resilience (10 def, 2 armour, 45.5-54.6 power, 132 block) stralite shield of resilience (10 def, 2 armour, 45.5-54.6 power, 132 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +132 When wielded/worn: Armour: +2 Defense: +10 (+8 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Talent granted: +4 Block Maximum life: +45.00 Handheld deflection devices. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Xerathra (8 def, 2 armour, 33-39.6 power, 77.5 block) Xerathra (8 def, 2 armour, 33-39.6 power, 77.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 Damage against: +20% Spiderkin When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +7% acid / +6% temporal / +7% lightning / +8% fire / +3% nature / +6% cold Talent granted: +3 Block Spell save: +30 (+10 eff.) Life regen: +0.40 Only die when reaching: -80.00 life Handheld deflection devices. |
Cloak | linen cloak 'Chalulekalthochak' (4 def, 2 armour) linen cloak 'Chalulekalthochak' (4 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +1% physical Maximum life: +32.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xanogalle the Singeedge (5 def, 11 armour) Xanogalle the Singeedge (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 8 darkness / 16 fire Changes resistances: +6% fire / +7% mind / +3% darkness Changes resistances penetration: +25% fire Mental save: +16 (+6 eff.) A suit of armour made of metal plates. |
Inventory
Rune of the Rift (302.00 temporal damage, removed from time 4 turns) Rune of the Rift (302.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 256.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of nature (+22%) titan's steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +8 (+3 eff.) Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Cyreratha the hardened leather belt Cyreratha the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Str / +2 Mag / +3 Con Changes damage: +9% mind Mental save: +8 (+3 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +3 A belt that goes around your waist. |
drakeskin leather belt 'Airparry' drakeskin leather belt 'Airparry'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +22 (+6 eff.) Armour: +11 Defense: +8 (+7 eff.) Changes stats: +4 Str / +2 Wil / +4 Con Changes damage: +3% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +29 (+10 eff.) Spell save: +9 (+3 eff.) Equilibrium when hit: +0.16 Maximum hate: +6.00 Size category: +2 A belt that goes around your waist. |
Dazzlewarden (6 def, 0 armour) Dazzlewarden (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Wil Changes resistances penetration: +5% light Physical save: +5 (+2 eff.) Maximum psi: +10.00 Mindpower: +4 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivosebeth the cashmere cloak (2 def, 0 armour) Ivosebeth the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +2 (+2 eff.) Fatigue: -6% Changes stats: +2 Dex / +6 Mag / +3 Wil / +2 Con Critical mult.: +18.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Unridar' (0 def, 1 armour) pair of rough leather boots 'Unridar' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +8 Cun / +3 Con Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
iron gauntlets 'Mayinor' (0 def, 1 armour) iron gauntlets 'Mayinor' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid Changes stats: +4 Mag / +1 Wil / +2 Cun Changes resistances: +5% acid Changes damage: +4% acid Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Sileta the rough leather cap (6 def, 1 armour) Sileta the rough leather cap (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Defense: +6 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +3 Str / +1 Dex / +1 Cun / +3 Con Critical mult.: +3.00% A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
linen wizard hat 'Bregufast' (1 def, 0 armour) linen wizard hat 'Bregufast' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag Changes resistances: +16% acid Changes damage: +11% acid Critical mult.: +5.00% Spell save: +3 (+1 eff.) Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+6 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
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. |
73 alchemist agate 73 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Xanovena' (dig speed 29 turns) iron pickaxe 'Xanovena' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Defense: +3 (+3 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun / +1 Con Changes resistances penetration: +5% physical Critical mult.: +6.00% Life regen: +0.60 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quick steel torque of psychoportation [power 25] (8/23 cooldown) quick steel torque of psychoportation [power 25] (8/23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 25), putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mayor of Flavor Town the Dwarf Stone Warden level 20
12nd Shortage 122nd year of Ascendancy at 21:15 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 21
25th Shortage 122nd year of Ascendancy at 09:41 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 16
8th Wealth 122nd year of Ascendancy at 11:58 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 20
12nd Shortage 122nd year of Ascendancy at 20:42 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 16:10 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 20
11st Shortage 122nd year of Ascendancy at 22:08 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 18
25th Loss 122nd year of Ascendancy at 07:24 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 5
20th Voratun 122nd year of Ascendancy at 01:54 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 20
12nd Shortage 122nd year of Ascendancy at 21:15 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 15
2nd Wealth 122nd year of Ascendancy at 04:56 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 10
4th Profit 122nd year of Ascendancy at 14:31 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 20
12nd Shortage 122nd year of Ascendancy at 21:15 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 17
15th Loss 122nd year of Ascendancy at 17:42 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 13
22nd Profit 122nd year of Ascendancy at 18:24 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 18
8th Shortage 122nd year of Ascendancy at 23:39 see stats
By Mayor of Flavor Town the Dwarf Stone Warden level 16
3rd Wealth 122nd year of Ascendancy at 19:18 see stats
Log
Silyramira the blade horror resists the mind attack!
Mayor of Flavor Town resists the mind attack!
Silyramira the blade horror resists the mind attack!
Silyramira the blade horror hits Mayor of Flavor Town for 56 mind, 3 darkness, 11 physical, 1 mind, 8 physical, 3 darkness, 11 physical, 2 mind, 8 physical (101 total damage).
Mayor of Flavor Town hits Silyramira the blade horror for 11 darkness, 5 blight, 21 fire, 5 arcane, (13 to psi shield), 7 nature, 11 arcane, 1 mind, (6 to psi shield), 3 nature, 11 arcane, 1 mind (76 total damage).
Silyramira the blade horror shrugs off the effect 'Dazed'!
Talent Dwarven Unity is ready to use.
Poison from Silyramira the blade horror hits Mayor of Flavor Town for 91 nature damage.
Bleeding from Silyramira the blade horror hits Mayor of Flavor Town for 3 physical damage.
Silyramira the blade horror stops bleeding.
Silyramira the blade horror uses Implode.
Mayor of Flavor Town is being crushed.
Mayor of Flavor Town shrugs off the effect 'Immobilized'!
Silyramira the blade horror hits Mayor of Flavor Town for 95 physical damage.
Kinetic Aura hits Mayor of Flavor Town for 26 physical damage.
Silyramira the blade horror resists the mind attack!
Silyramira the blade horror resists the mind attack!
Silyramira the blade horror hits Mayor of Flavor Town for 3 darkness, 11 physical, 2 mind, 8 physical, 3 darkness, 11 physical, 2 mind, 8 physical (46 total damage).
Mayor of Flavor Town hits Silyramira the blade horror for (32 to psi shield), 16 physical, 11 arcane, 1 mind, (14 to psi shield), 7 physical, 11 arcane, 1 mind (47 total damage).
Talent Eldritch Blow is ready to use.
Poison from Silyramira the blade horror hits Mayor of Flavor Town for 91 nature damage.
Imploding (slow) from Silyramira the blade horror hits Mayor of Flavor Town for 95 physical damage.
Bleeding from Silyramira the blade horror hits Mayor of Flavor Town for 4 physical damage.
Kinetic Aura hits Mayor of Flavor Town for 26 physical damage.
Silyramira the blade horror uses Dominate.
Mayor of Flavor Town has been dominated!
Mayor of Flavor Town counter attacks Silyramira the blade horror with his shield shards!
Silyramira the blade horror resists the mind attack!
Saving game...