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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 26 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Chronolith Clone at level 18 on the 18th Loss 122nd year of Ascendancy at 18:17 0 / 7Killed by Ruxan at level 19 on the 26th Loss 122nd year of Ascendancy at 22:07 Killed by Ce'Novena the master vampire at level 19 on the 3rd Shortage 122nd year of Ascendancy at 14:24 Killed by The Master at level 21 on the 20th Shortage 122nd year of Ascendancy at 17:37 Killed by The Master at level 24 on the 27th Iron 123rd year of Ascendancy at 03:01 Killed by skeleton archer at level 24 on the 27th Iron 123rd year of Ascendancy at 05:45 Killed by elven corruptor at level 26 on the 3rd Steel 123rd year of Ascendancy at 00:31 |
Primary Stats
| Strength | 35.953256715126 (base 44) |
| Dexterity | 4.4707407428047 (base 10) |
| Constitution | 34 (base 10) |
| Magic | 50 (base 36) |
| Willpower | 50 (base 34) |
| Cunning | 21 (base 10) |
Resources
| Life | -80/771 |
| Mana | 332/370 |
| Equilibrium | 55 |
| Healing Factor | 0.87 |
| Regeneration | 1.5225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 33 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 33 |
| Crit Chance | 7% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36.7 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 58.240658569838 (92%) |
| Defense | 0 |
| Ranged Defense | 18 |
| Fatigue | 48 |
| Physical Save | 20.464297956388 |
| Spell Save | 41.814985354161 |
| Mental Save | 25.647478031241 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Bleed Resistance | 5% |
| Confusion Resistance | 30% |
| Stun Resistance | 24% |
| Knockback Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| 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 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 294 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Chant of Fortress |
| talent | Shards |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The target is poisoned, taking 24.66 nature damage per turn and decreasing all heals received by 28%. Insidious Poison |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 11 and doing 37.76 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its strength by 17 and doing 29.37 blight damage per turn. Weakness Disease |
| detrimental effect | The target's armour and saves are broken, reducing them by 21. Sunder Armour |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
| beneficial effect | The target's skin reacts to damage, granting 14 armour. Stoneskin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Ivikira the skeleton master archer. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +2. | 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 Horned Horror. * 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 120. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. * '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.' You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | Islayamira the Flashclamor (0 def, 10 armour) Islayamira the Flashclamor (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes resistances: +10% acid / +9% light / +9% fire / +8% lightning / +7% cold Changes damage: +3% fire Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 97, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 230.12 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +9 Mag / +8 Wil / +5 Cun Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 33.40 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 155.19 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| 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 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. |
| On fingers | mule's stralite ring of corrosion (+26%) mule's stralite ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Changes resistances: +26% acid Changes damage: +13% acid Maximum encumbrance: +28 Rings can have magical properties. |
| On fingers | savage's gold ring of misery savage's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +1 Cun / +3 Con Spell save: +13 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +13.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | wanderer's gold amulet of perfection (0.20 Wild-gift / Earthen vines,0.20 Technique / Combat training) wanderer's gold amulet of perfection (0.20 Wild-gift / Earthen vines,0.20 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +6 Con Talent masteries: +0.20 Wild-gift / Earthen vines +0.20 Technique / Combat training Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Ivunn the stralite shield (10 def, 2 armour, 45-54 power, 140 block) Ivunn the stralite shield (10 def, 2 armour, 45-54 power, 140 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+6 eff.) Fatigue: +14% Changes resistances: +3% light Maximum wards: +3 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Talents granted: +4 Block +1 Ward Spell save: +18 (+6 eff.) Disease immunity: +5% Cut immunity: +5% Handheld deflection devices. |
| Around waist | Stokereign StokereignCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+0 eff.) Damage when hit (Melee): 8 fire Changes resistances: +6% acid / +3% temporal / +6% lightning Stealth bonus: +9 A belt that goes around your waist. |
| In off hand | crackling dwarven-steel shield of radiance (8 def, 2 armour, 28-33.6 power, 74 block) crackling dwarven-steel shield of radiance (8 def, 2 armour, 28-33.6 power, 74 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +74 Damage (Melee): +10 lightning / +12 light When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 19% chance to blind * 13% chance to daze Changes stats: +2 Dex / +1 Mag / +5 Con Changes resistances: +12% lightning / +10% light Talent granted: +3 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Unradar' (2 def, 7 armour) cashmere cloak 'Unradar' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Damage when hit (Melee): 4 arcane / 12 blight Changes resistances: +14% cold Spell save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Umbrarigor (5 def, 11 armour) Umbrarigor (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Str / +4 Con Changes resistances: +34% lightning / +7% physical / +3% darkness / +8% cold / +7% acid / +9% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +23% Life regen: +1.20 Maximum life: +58.00 Maximum vim: +40.00 Spell crit. chance: +2% Healing mod.: +15% A suit of armour made of metal plates. |
Inventory
Rune of the Rift (350.00 temporal damage, removed from time 4 turns) Rune of the Rift (350.00 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 350.00 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. |
phase door rune of the titan (range 10; power 22; dur 3) phase door rune of the titan (range 10; power 22; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Constitution stat. 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 230 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Lavaqueller the gold amulet Lavaqueller the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 12 fire Changes resistances: +8% physical Changes resistances penetration: +15% fire Stamina each turn: +0.50 Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 250 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
starseer's gold amulet of manastreaming starseer's gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes damage: +5% physical / +5% temporal / +6% darkness / +4% light Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Branaruihir the Darkbiter Branaruihir the DarkbiterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Changes damage: +9% darkness Spell save: +12 (+4 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+9 eff.) Spellpower: +20 (+8 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Mighty Girdle Mighty GirdleCrafted 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. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of corrosion (+21%) (2 def, 0 armour)cashmere wizard hat of corrosion (+21%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +21% acid Changes damage: +14% acid A pointy cloth hat, very wizardly... |
enlightening steel mail armour of the deep (2 def, 9 armour) enlightening steel mail armour of the deep (2 def, 9 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +4 Cun / +4 Wil Changes resistances: +8% acid / +6% cold Allows you to breathe in: water Mental save: +10 (+5 eff.) A suit of armour made of mail. |
radiant dwarven-steel plate armour of Eyal (5 def, 11 armour) radiant dwarven-steel plate armour of Eyal (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Damage when hit (Melee): 7 light Changes stats: +2 Wil Changes resistances: +17% blight / +11% darkness Life regen: +1.70 Maximum life: +44.00 Light radius: +1 Healing mod.: +14% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Emeluba the stralite shield (10 def, 2 armour, 45-54 power, 146.5 block)Emeluba the stralite shield (10 def, 2 armour, 45-54 power, 146.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +146 On weapon hit: * 20% chance to disease Damage (Melee): +14 light Burst (radius 2) on crit: +8 blight When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+6 eff.) Fatigue: +14% Effects when hit in melee: * 25% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +5 Con / +3 Mag Changes resistances: +14% light / +5% arcane Changes resistances penetration: +5% arcane Talent granted: +4 Block Handheld deflection devices. |
coruscating dwarven-steel shield (8 def, 2 armour, 33-39.6 power, 85 block) coruscating dwarven-steel shield (8 def, 2 armour, 33-39.6 power, 85 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 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 Physical crit. chance: +3.5% Block value: +85 Damage (Melee): +12 fire When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 17 fire Changes stats: +1 Str Changes resistances: +12% fire Talent granted: +3 Block Handheld deflection devices. |
crackling dwarven-steel shield of mind resistance (+13%) (8 def, 2 armour, 31-37.2 power, 83 block) crackling dwarven-steel shield of mind resistance (+13%) (8 def, 2 armour, 31-37.2 power, 83 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +83 Damage (Melee): +15 lightning When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to daze Changes stats: +2 Dex Changes resistances: +13% lightning / +15% mind Talent granted: +3 Block Handheld deflection devices. |
crackling dwarven-steel shield of radiance (8 def, 2 armour, 30-36 power, 75.5 block) crackling dwarven-steel shield of radiance (8 def, 2 armour, 30-36 power, 75.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 Damage (Melee): +10 light / +12 lightning When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to daze * 10% chance to blind Changes stats: +3 Dex / +1 Mag / +5 Con Changes resistances: +13% light / +10% lightning Talent granted: +3 Block Handheld deflection devices. |
shocking dwarven-steel shield of resilience (8 def, 2 armour, 31.5-37.8 power, 71.5 block) shocking dwarven-steel shield of resilience (8 def, 2 armour, 31.5-37.8 power, 71.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +72 On weapon hit: * 13% chance to daze When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Damage (Melee): 7 lightning Damage when hit (Melee): 18 lightning Talent granted: +3 Block Maximum life: +58.00 Handheld deflection devices. |
4 onyx 4 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 aquamarine 2 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 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. |
opal 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 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. |
Brightroar (dig speed 15 turns) Brightroar (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +2 Str / +3 Wil Changes resistances: +7% darkness / +7% fire / +6% light / +22% nature Changes damage: +14% nature 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. |
4 emerald 4 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. |
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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
5 garnet 5 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. |
amethyst 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. |
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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ruxan the Dwarf Stone Warden level 17
8th Loss 122nd year of Ascendancy at 02:46 see stats
Against all odds
Killed Ukruk in the ambush.By Ruxan the Dwarf Stone Warden level 25
28th Iron 123rd year of Ascendancy at 17:04 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ruxan the Dwarf Stone Warden level 16
4th Loss 122nd year of Ascendancy at 23:54 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ruxan the Dwarf Stone Warden level 11
36th Profit 122nd year of Ascendancy at 10:52 see stats
Exterminator
Killed 1000 creatures.By Ruxan the Dwarf Stone Warden level 17
16th Loss 122nd year of Ascendancy at 13:40 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ruxan the Dwarf Stone Warden level 23
16th Iron 123rd year of Ascendancy at 16:21 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ruxan the Dwarf Stone Warden level 17
8th Loss 122nd year of Ascendancy at 01:50 see stats
Level 10
Got a character to level 10.By Ruxan the Dwarf Stone Warden level 10
15th Profit 122nd year of Ascendancy at 12:16 see stats
Level 20
Got a character to level 20.By Ruxan the Dwarf Stone Warden level 20
11st Shortage 122nd year of Ascendancy at 07:41 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ruxan the Dwarf Stone Warden level 12
2nd Wealth 122nd year of Ascendancy at 11:11 see stats
Size matters
Did over 600 damage in one attack.By Ruxan the Dwarf Stone Warden level 19
26th Loss 122nd year of Ascendancy at 01:00 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Ruxan the Dwarf Stone Warden level 4
21st Voratun 122nd year of Ascendancy at 10:10 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Ruxan the Dwarf Stone Warden level 17
8th Loss 122nd year of Ascendancy at 02:46 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Ruxan the Dwarf Stone Warden level 19
25th Loss 122nd year of Ascendancy at 11:54 see stats
The secret city
Discovered the truth about mages.By Ruxan the Dwarf Stone Warden level 12
14th Wealth 122nd year of Ascendancy at 11:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ruxan the Dwarf Stone Warden level 17
16th Loss 122nd year of Ascendancy at 15:14 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ruxan the Dwarf Stone Warden level 24
27th Iron 123rd year of Ascendancy at 05:40 see stats
Log
Ruxan hits Elven cultist for 72 nature, , 2 physical, , 28 arcane, , 28 nature, 18 lightning, 27 light, , 2 physical, , 28 arcane, , 75 nature, , 2 physical, , 28 arcane, , 45 nature, 18 lightning, 27 light, , 2 physical, , 28 arcane, , 71 nature (503 total damage).
Ruxan killed Elven cultist!
Ruxan stops burning.
Talent Rockwalk is ready to use.
Insidious Poison from Ogre rune-spinner hits Ruxan for 19 nature damage.
Decrepitude Disease from Elven cultist hits Ruxan for 15 blight damage.
Weakness Disease from Elven cultist hits Ruxan for 12 blight damage.
Ruxan receives 20 healing.
You pickup 2.60 gold pieces.
Something drains life from Ruxan!
Elven corruptor's Blood Grasp hits Ruxan for 159 blight damage.
Something receives 79 healing from Ruxan.
Ruxan counter attacks Something with his shield shards!
Ruxan misses Something.
Ruxan hits Something for , 5 light, 9 fire, , 24 blight, 5 darkness, 15 arcane, 9 nature, 18 lightning, 22 light, , (2 blocked), 0 physical, , 29 arcane, (137 total damage).
Something hits Ruxan for 30 physical damage.
Elven blood mage casts Blood Boil.
Ruxan slows down.
Elven blood mage hits Ruxan for 102 blight damage.
Elven blood mage hits Something for 104 blight damage.
Something drains life from Ruxan!
Elven blood mage's Blood Grasp hits Ruxan for 190 blight damage.
Something receives 95 healing from Ruxan.
Elven blood mage is seized by a stone vine.
Insidious Poison from Ogre rune-spinner hits Ruxan for 19 nature damage.
Decrepitude Disease from Elven cultist hits Ruxan for 15 blight damage.
Weakness Disease from Elven cultist hits Ruxan for 12 blight damage.
Ruxan receives 20 healing.
Saving game...
