











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 20 / 75% |
Size | medium |
Lifes / Deaths | Killed by Vorabrekira the black bear at level 15 on the 34th Profit 122nd year of Ascendancy at 11:01 1 / 5Killed by Glowe the rattlesnake at level 16 on the 37th Profit 122nd year of Ascendancy at 18:45 Killed by giant spider at level 19 on the 16th Wealth 122nd year of Ascendancy at 12:45 Killed by corrosive seed at level 20 on the 21st Wealth 122nd year of Ascendancy at 09:45 Killed by Thynmir at level 20 on the 21st Wealth 122nd year of Ascendancy at 10:22 |
Primary Stats
Strength | 50 (base 20) |
Dexterity | 17 (base 10) |
Constitution | 22 (base 10) |
Magic | 49 (base 43) |
Willpower | 60 (base 39) |
Cunning | 25 (base 10) |
Resources
Life | 648/648 |
Mana | 439/504 |
Equilibrium | 30 |
Healing Factor | 1.2224166372473 |
Regeneration | 5.195270708301 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 30.108545491274 |
Offense: Mainhand
Damage | 74 |
Accuracy | 37 |
Crit Chance | 8% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 37 |
Crit Chance | 8% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | 0% |
Mind | +6% |
Blight | +12% |
Arcane | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Light | +15% |
Defense: Base
Armour (hardiness) | 32.413408721349 (65.897138898113%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 33 |
Physical Save | 44 |
Spell Save | 47 |
Mental Save | 49 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 9%( 70%) |
Physical | + 20%( 70%) |
Cold | + 27%( 70%) |
All | + 3%( 70%) |
Lightning | + 14%( 70%) |
Light | + 16%( 70%) |
Darkness | + 16%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Zubyldara the giant venus flytrap. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You abandoned repented thief, to death. Escort: repented thief (level 3 of Old Forest) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +1 Con defense ------ Armor +3 other ------- Light +3 Infravision +3 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +5 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 | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Dex +4 Wil offense ------ Spell Crit +1% Damage +3% arcane +6% mind When Hit 6 mind defense ------ Armor +4 Fatigue +4% Resistance +13% light +13% darkness Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 264.0 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Mag offense ------ Spellpower/crit +4 Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+2 eff.) Spell save +3 (+1 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% other ------- Mana/turn +0.12 Mana-on-crit +2.00 Max mana +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +3 Wil offense ------ Ignore Armor +8 defense ------ Resistance +3% acid +3% nature other ------- EQ when Hit +0.16 Hate-on-crit +3.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.26 cold and 15.88 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Mind save +5 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 32.5 - 39.0 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Nature/Master When used to Attack: Weapon Damage 14.0 - 16.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +12 lightning On Hit: * 12% chance to reduce armor by 29% While equipped: Stats +2 Str +3 Dex +2 Con offense ------ On-Hit 5 acid Damage +12% blight When Hit 1 lightning 3 acid defense ------ Armor +4 Fatigue +8% Resistance +11% lightning +12% physical other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +8 Str offense ------ Ignore resists +15% light When Hit 4 light defense ------ Defense +9 (+6 eff.) Crit Resistance 10.00% Physical save +7 (+3 eff.) other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Mind save +13 (+5 eff.) Life +29.00 Life Regen +4.00 Healmod +12% A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 41% faster, and you are invisible (power 18). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +8% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Cun offense ------ Ignore resists +25% lightning Accuracy +7 (+2 eff.) defense ------ Crit Resistance 15.00% other ------- Infravision +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +4 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +6 (+2 eff.) Spellpower +9 (+5 eff.) Damage +12% lightning +10% cold Ignore resists +10% lightning Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +12% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Psionic Weapon Damage 18.0 - 27.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +4 lightning +10 mind On-crit, radius 2 +16 blight On Hit: * 27% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +3 Wil offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 defense ------ Resistance +9% blight Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore resists +25% nature Accuracy +6 (+2 eff.) defense ------ Defense +6 (+5 eff.) Resistance +9% acid Cut Resist +20% Disarm Resist +23% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +16 light While equipped: Stats +2 Dex offense ------ Combat Speed +10% Damage +3% acid Ignore resists +10% acid +25% cold Accuracy +7 (+2 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +10.00% Physical Power +11 (+4 eff.) Ignore Shields +20% defense ------ Armor +8 Defense +6 (+5 eff.) Physical save +16 (+6 eff.) Spell save +7 (+2 eff.) other ------- Max vim +10.00 Size +2 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mind Crit +1% Damage +3% darkness Ignore resists +5% darkness On-Hit (Melee): * 20% chance to slow global speed by 50% * 20% chance to reduce damage dealt by 20% defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore resists +5% acid When Hit 8 acid defense ------ Armor +1 Crit Resistance 10.00% other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Damage +9% lightning defense ------ Armor +3 Unlife -20.00 life other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +6 Cun offense ------ Physical Power +7 (+3 eff.) On-Hit 5 nature Damage +6% nature +6% fire Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +7% nature +3% blight Physical save +9 (+3 eff.) Silence Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd 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. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Dex offense ------ On-Hit 8 fire Damage +6% fire On-Hit (Melee): * 20 arcane resource burn When Hit: * 19 arcane resource burn defense ------ Armor +6 Fatigue +3% Resistance +12% fire Spell save +16 (+5 eff.) Mind save +8 (+3 eff.) Unlife -40.00 life Life +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Critical power +5.00% On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Armor +1 Fatigue +1% Resistance +6% light A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Wil +1 Con defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +6% temporal +6% light A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +7 Cun offense ------ Damage +6% cold Ignore resists +20% lightning +10% cold defense ------ Defense +2 (+2 eff.) Resistance +9% lightning Mind save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +5 Str offense ------ Damage +6% nature Ignore resists +5% nature When Hit 2 cold defense ------ Resistance +2% physical +11% nature +3% cold other ------- Stamina/turn +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str offense ------ Ignore resists +11% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun offense ------ Damage +3% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Thynmir the Dwarf Stone Warden level 12
20th Profit 122nd year of Ascendancy at 05:31 see stats
By Thynmir the Dwarf Stone Warden level 10
1st Profit 122nd year of Ascendancy at 17:16 see stats
By Thynmir the Dwarf Stone Warden level 20
19th Wealth 122nd year of Ascendancy at 17:55 see stats
By Thynmir the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 10:36 see stats
By Thynmir the Dwarf Stone Warden level 9
2nd Acquisition 122nd year of Ascendancy at 07:28 see stats
By Thynmir the Dwarf Stone Warden level 12
7th Profit 122nd year of Ascendancy at 13:53 see stats
By Thynmir the Dwarf Stone Warden level 16
41st Profit 122nd year of Ascendancy at 13:57 see stats
By Thynmir the Dwarf Stone Warden level 20
21st Wealth 122nd year of Ascendancy at 10:22 see stats
Log
Keyboard input temporarily disabled.
Talent Deeprock Form is ready to use.
Poison from Mayiyara the rattlesnake hits Thynmir for (14 flat reduction), 18 nature (18 total damage).
Thynmir triggers a trap (Mayiyara the rattlesnake's corrosive seed)!
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something hits Thynmir for 147 acid damage.
Thynmir the level 20 dwarf stone warden was scalded to death by a Mayiyara the rattlesnake's corrosive seed on level 4 of Old Forest.
Saving game...
Resting starts...
Talent Block is ready to use.
Talent Nature's Balance is ready to use.
Talent Pulverizing Auger is ready to use.
Talent Infusion: Wild is ready to use.
Talent Nature's Touch is ready to use.
Thynmir activates Eldritch Infusion.
Thynmir activates Stone Skin.
Talent Eldritch Stone is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Stone Vines is ready to use.
Talent Rockswallow is ready to use.
Thynmir activates Stone Vines.
Talent Infusion: Movement is ready to use.
Talent Elemental Split is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!