Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 26 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by saw horror at level 23 on the 44th Steel 123rd year of Ascendancy at 17:42 2 / 4Killed by Bisque at level 24 on the 8th Gold 123rd year of Ascendancy at 04:01 Killed by elven corruptor at level 26 on the 18th Stralite 123rd year of Ascendancy at 04:52 Killed by elven corruptor at level 26 on the 18th Stralite 123rd year of Ascendancy at 05:27 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 42) |
| Dexterity | 19 (base 12) |
| Constitution | 63 (base 51) |
| Magic | 8 (base 10) |
| Willpower | 40 (base 25) |
| Cunning | 10 (base 10) |
Resources
| Life | 1004/1004 |
| Stamina | 261/261 |
| Equilibrium | 0 |
| Healing Factor | 1.9312017167382 |
| Regeneration | 7.0827730172063 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 15 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 33 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 59.723073231957 (93.924050632911%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 41 |
| Physical Save | 65 |
| Spell Save | 68 |
| Mental Save | 47 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Bleed Resistance | 50% |
| Confusion Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 7 turns. While Heroism is active, you will only die when reaching -165 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| 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 338 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You failed to protect the injured seer from death by Saleth the skeleton warrior. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+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 Willpower by +1. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | 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. You have been shown a secret entrance to his stronghold. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Relgivor (0 def, 7 armour) Relgivor (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes stats: +2 Dex / +4 Con Changes damage: +12% physical Stamina each turn: +0.50 Maximum life: +20.00 Maximum stamina: +11.00 Spell crit. chance: +3% Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Harylar HarylarInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +9% lightning Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +8 (+3 eff.) Cut immunity: +10% Knockback immunity: +10% Light radius: +3 See stealth: +15 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | scouring dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) scouring dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+6 eff.) Armour: +2 Effects when hit in melee: * 15% chance to reduce effective powers by 20% * 17 arcane resource burn Changes stats: +4 Dex Spell save: +9 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Boltreek the yew totem of thorny skin [power 40] (18/20 cooldown) Boltreek the yew totem of thorny skin [power 40] (18/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 fire Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +21% fire It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's steel ring of fire (+24%) mule's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +22 Rings can have magical properties. |
| On fingers | marksman's steel ring of clarity marksman's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Mental save: +7 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
| Around neck | clarifying steel amulet of healing clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Cut immunity: +40% Confusion immunity: +22% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | stralite longsword of purging (36.5-51.1 power, 5 apr) stralite longsword of purging (36.5-51.1 power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +5 nature Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 21-29.4 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 21-29.4 power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 21.0 - 29.4 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | enveloping cashmere cloak of implacability (9 def, 0 armour) enveloping cashmere cloak of implacability (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Physical save: +13 (+4 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Porana' (4 def, 9 armour) steel plate armour 'Porana' (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +20% acid / +5% arcane / +6% light Reduces incoming crit damage: 10.00% Physical save: +12 (+3 eff.) Confusion immunity: +15% Stun/Freeze immunity: +25% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Charsmash' (34.5-55.2 power, 14 apr)dwarven-steel greatsword 'Charsmash' (34.5-55.2 power, 14 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +14 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage Shield penetration (this weapon only): +26% Burst (radius 2) on crit: +12 fire When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances penetration: +25% fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of massacre (49-78.4 power, 2 apr)dwarven-steel greatsword of massacre (49-78.4 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful thorny mindstar (7.5-8.25 power, 24 apr, mind damage)hateful thorny mindstar (7.5-8.25 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 7.5 - 8.3 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% mind / +7% darkness Changes damage: +10% mind / +10% darkness Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of wizardry (20-24 power, 4 apr, blight element)yew vilestaff of wizardry (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes damage: +20% blight Talent granted: +1 Command Staff Maximum mana: +40.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe of protection (5 def, 3 armour)dreamer's cashmere robe of protection (5 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Changes resistances: +16% mind / +15% darkness Physical save: +31 (+8 eff.) Spell save: +12 (+3 eff.) Mental save: +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Decayed Visage (0 def, 0 armour)Decayed Visage (0 def, 0 armour) Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness / 10 vim draining blight Changes stats: +7 Wil / +10 Mag Changes resistances: +3% lightning Changes resistances penetration: +5% blight Changes damage: +18% blight / +20% arcane Disarm immunity: +15% Maximum vim: +25.00 Spell crit. chance: +5% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 4%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eilinuseth the Blindcrypt (0 def, 4 armour) =good= Eilinuseth the Blindcrypt (0 def, 4 armour) =good=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 light Changes resistances: +8% acid / +18% light / +8% fire / +7% cold / +5% lightning Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Cracklewake the hardened leather armour (3 def, 6 armour)Cracklewake the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +5 Mag Changes damage: +9% arcane / +9% lightning Life regen: +2.60 Stamina each turn: +1.40 Mana when firing critical spell: +3.00 Damage Shield penetration: +50% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. duelist's hardened leather armour (7 def, 9 armour)duelist's hardened leather armour (7 def, 9 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun / +3 Dex A suit of armour made of leather. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 50% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), 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. |
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. |
This item will automatically be transmogrified when you leave the level. Zanukan (14/19, 21.5-25.8 power, 2 apr)Zanukan (14/19, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 17% chance to cause random gloom Damage (Ranged): +40 blight / +8 mind / +12 arcane Shots are used with slings to pummel your foes to death. |
elm totem of cure ailments [power 1] (18/10 cooldown) elm totem of cure ailments [power 1] (18/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. natural yew totem of thorny skin [power 38] (18/20 cooldown)natural yew totem of thorny skin [power 38] (18/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Bisque the Dwarf Bulwark level 18
9th Dearth 122nd year of Ascendancy at 20:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bisque the Dwarf Bulwark level 10
5th Profit 122nd year of Ascendancy at 02:40 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Bisque the Dwarf Bulwark level 18
13rd Loss 122nd year of Ascendancy at 17:49 see stats
Exterminator
Killed 1000 creatures.By Bisque the Dwarf Bulwark level 18
18th Dearth 122nd year of Ascendancy at 20:12 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bisque the Dwarf Bulwark level 20
20th Loss 122nd year of Ascendancy at 12:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bisque the Dwarf Bulwark level 21
24th Steel 123rd year of Ascendancy at 03:25 see stats
Level 10
Got a character to level 10.By Bisque the Dwarf Bulwark level 10
5th Profit 122nd year of Ascendancy at 02:38 see stats
Level 20
Got a character to level 20.By Bisque the Dwarf Bulwark level 20
19th Loss 122nd year of Ascendancy at 08:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bisque the Dwarf Bulwark level 20
12nd Shortage 122nd year of Ascendancy at 16:02 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bisque the Dwarf Bulwark level 4
18th Voratun 122nd year of Ascendancy at 02:58 see stats
The Arena
Unlocked Arena mode.By Bisque the Dwarf Bulwark level 12
21st Profit 122nd year of Ascendancy at 03:04 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bisque the Dwarf Bulwark level 16
21st Wealth 122nd year of Ascendancy at 00:58 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bisque the Dwarf Bulwark level 16
20th Wealth 122nd year of Ascendancy at 09:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bisque the Dwarf Bulwark level 25
11st Gold 123rd year of Ascendancy at 20:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bisque the Dwarf Bulwark level 16
21st Wealth 122nd year of Ascendancy at 00:53 see stats
Log
Bisque's skin looks a bit thorny.
Elven corruptor casts Soul Rot.
Elven corruptor's spell attains critical power!
Elven corruptor casts Bone Spear.
Elven corruptor hits Bisque for 125 physical damage.
Bisque is invigorated by the attack!
Elven corruptor's Soul Rot hits Bisque for 168 blight damage.
Bisque is invigorated by the attack!
Talent Antimagic Shield is ready to use.
Rotting Disease from Elven corruptor hits Bisque for 18 blight damage.
Elven corruptor casts Soul Rot.
Bisque is invigorated by the attack!
Talent Vitality is ready to use.
Talent Block is ready to use.
Talent Rush is ready to use.
Rotting Disease from Elven corruptor hits Bisque for 18 blight damage.
Bisque is invigorated by the attack!
Elven corruptor's Soul Rot hits Bisque for 128 blight damage.
Bisque the level 26 dwarf bulwark was plagued to death by an elven corruptor on level 2 of Mark of the Spellblaze.
You have 2 life(s) left.
Bisque is no longer toxic to arcane users.
Bisque is less thorny now.
Bisque is no longer attuned.
Bisque is free from the rotting disease.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven corruptor's Soul Rot killed Bisque!
Saving done.
