











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Bulwark |
Level / Exp | 15 / 2% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 15 on the 28th Haze 122nd year of Ascendancy at 12:08 / 1 |
Primary Stats
Strength | 30 (base 26) |
Dexterity | 29 (base 26) |
Constitution | 30 (base 26) |
Magic | 8 (base 10) |
Willpower | 19 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -17/512 |
Stamina | 84/164 |
Healing Factor | 1.2092147729953 |
Regeneration | 7.6997318717079 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 52 |
Accuracy | 50 |
Crit Chance | 12% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +3% |
Lightning | +6% |
Darkness | +18% |
Physical | +5% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Defense: Base
Armour (hardiness) | 38.08934837382 (81.151787968034%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 40 |
Physical Save | 23 |
Spell Save | 20 |
Mental Save | 29 |
Defense: Resistances
Acid | + 25%( 70%) |
Fire | + 10%( 70%) |
Temporal | + 16%( 70%) |
Cold | + 10%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 7%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Disarm Resistance | 28% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of the savior. 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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. 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.' * You've found the needed bear paw. * You've found the needed hummerhorn wing. | active |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+2 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Wil defense ------ Defense +10 (+5 eff.) Resistance +9% temporal Spell save +3 (+2 eff.) Healmod +5% Pinning Resist +10% other ------- Light +6 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 T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% light +6% mind +18% darkness Ignore resists +10% darkness Accuracy +7 (+3 eff.) When Hit 4 light defense ------ Armor +2 Fatigue +3% Physical save +5 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +28% other ------- Light +2 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 | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% acid defense ------ Armor +4 Resistance +22% acid Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +15% darkness Accuracy +15 (+5 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Armor +4 Mind save +6 (+3 eff.) Confus Resist +22% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +5% physical Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T1 shield armor [Rare] Disrupt When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: offense ------ Damage +6% lightning defense ------ Armor +2 Fatigue +8% Resistance +11% arcane +3% mind other ------- Hate-on-crit +3.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Critical power +20.00% When Hit 2 light defense ------ Defense +1 (+1 eff.) Resistance +3% temporal Spell save +9 (+5 eff.) Mind save +6 (+3 eff.) other ------- Mana/turn +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Ego] Nature While equipped: defense ------ Armor +9 Fatigue +22% Life Regen +2.70 other ------- Stamina/turn +0.70 A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Master Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+4 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 lightning While equipped: offense ------ Physical Crit +2.0% Damage +12% lightning Accuracy +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Con other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 102 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +2 Cun offense ------ Combat Speed +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+6 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) 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 T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Resistance +9% all Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Ignore resists +25% mind When Hit 2 acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +2 Fatigue +3% Resistance +12% acid +3% mind Life Regen +4.00 other ------- Stamina/turn +0.80 Max stamina +18.00 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. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Cun offense ------ Physical Power +6 (+2 eff.) Damage +3% mind defense ------ Armor +1 Fatigue +1% other ------- Max hate +8.00 Light +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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Critical power +20.00% Ignore resists +5% nature defense ------ Armor +2 Resistance +6% nature Mind save +3 (+1 eff.) Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Max psi +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +12% Resistance +6% blight +3% fire +9% light Mind save +10 (+5 eff.) Knockbk Resist +10% A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% light +10% darkness +6% mind Mind save +11 (+5 eff.) A suit of armour made of mail. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +84 While equipped: defense ------ Armor +5 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Resistance +3% blight +3% temporal +14% nature +6% light 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 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. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Master Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +11.5% Capacity 13 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arshalim the Thalore Bulwark level 10
6th Haze 122nd year of Ascendancy at 19:47 see stats
By Arshalim the Thalore Bulwark level 11
20th Haze 122nd year of Ascendancy at 11:38 see stats
Log
Worm that walks casts Epidemic.
Arshalim is afflicted by an epidemic!
Worm that walks misses Arshalim.
Melee retaliation hits Worm that walks for 6 light damage.
Worm that walks hits Arshalim for 3 blight, 22 blight (25 total damage).
Worm that walks receives 9 healing from Ruin.
Arshalim hits Worm that walks for 32 physical, 14 physical (47 total damage).
Carrion worm mass's blight area effect hits Arshalim for 13 blight damage.
Arshalim HEALS from acid damage!
Epidemic from Worm that walks hits Arshalim for 59 blight damage.
Worm Rot from Worm that walks hits Arshalim for 45 blight, 29 acid, 4 healing (73 total damage) [4 healing].
Worm that walks casts Drain.
Arshalim is recovering from the damage!
The diseases of worm that walks spread!
The diseases of worm that walks spread!
Worm that walks misses Arshalim.
Melee retaliation hits Worm that walks for 6 light damage.
Worm that walks hits Arshalim for 202 blight, 4 blight, 7 light, 21 blight, 5 fire (239 total damage).
Worm that walks receives 9 healing from Ruin.
Worm that walks wanders around!
Arshalim hits Worm that walks for 24 physical, 14 physical (38 total damage).
Arshalim has finished recovering.
Arshalim HEALS from acid damage!
Epidemic from Worm that walks hits Arshalim for 59 blight damage.
Worm Rot from Worm that walks hits Arshalim for 45 blight, 29 acid, 4 healing (73 total damage) [4 healing].
Arshalim the level 15 thalore bulwark was infected to death by a worm that walks on level 4 of Old Forest.
A carrion worm mass bursts out of Arshalim!
Arshalim is free from the worm rot.