Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
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 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 19 / 18% |
Size | big |
Lifes / Deaths | Killed by aether beam at level 10 on the 9th Profit 122nd year of Ascendancy at 07:13 0 / 6Killed by Horned Horror at level 16 on the 2nd Wealth 122nd year of Ascendancy at 08:55 Killed by Horned Horror at level 16 on the 2nd Wealth 122nd year of Ascendancy at 13:56 Killed by Horned Horror at level 16 on the 2nd Wealth 122nd year of Ascendancy at 15:13 Killed by Beluldata the skeleton warrior at level 17 on the 8th Wealth 122nd year of Ascendancy at 10:50 Killed by Jaehe the wretchling at level 19 on the 23rd Wealth 122nd year of Ascendancy at 21:57 |
Primary Stats
Strength | 21 (base 15) |
Dexterity | 32 (base 14) |
Constitution | 18 (base 14) |
Magic | 35 (base 29) |
Willpower | 38 (base 35) |
Cunning | 26 (base 14) |
Resources
Life | -1027/644 |
Mana | 270/348 |
Equilibrium | 55 |
Healing Factor | 1.1811363549267 |
Regeneration | 2.6575567985851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 45.602579952692 |
See Invisible | 50.602579952692 |
Offense: Mainhand
Damage | 39 |
Accuracy | 37 |
Crit Chance | 15% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 37 |
Crit Chance | 16% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Lightning | +14% |
Physical | +17% |
Fire | +8% |
All | +2% |
Offense: Damage Penetration
Acid | +5% |
Mind | +50% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 41.413408721348 (65.897138898113%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 43 |
Physical Save | 25 |
Spell Save | 45 |
Mental Save | 33 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 20%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Lightning | + 3%( 70%) |
Temporal | + 8%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 3%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Teleport Resistance | 10% |
Pinning Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 275 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -428 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1538 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Horned Horror. * 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 |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. | 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 |
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 | Delegohell the Hellsserpent (0 def, 4 armour) Delegohell the Hellsserpent (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 2 fire Changes stats: +3 Cun / +3 Dex Changes resistances: +6% blight / +6% darkness / +9% nature / +3% lightning Changes damage: +3% fire It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 90% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Ulfeneg the Strikebrawn Ulfeneg the StrikebrawnInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes resistances: +3% nature / +3% temporal Changes resistances penetration: +15% lightning Changes damage: +12% lightning / +3% fire Mental save: +8 (+4 eff.) Light radius: +4 See stealth: +11 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Ce'Nyna the Shadowstriker (0 def, 3 armour) Ce'Nyna the Shadowstriker (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 2 darkness Changes stats: +2 Cun / +4 Dex Changes resistances: +15% blight / +3% darkness Changes resistances penetration: +5% mind Changes damage: +9% darkness A cap made of leather. |
On hands | Erudrandil the dwarven-steel gauntlets (0 def, 2 armour) Erudrandil the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Fatigue: +3% Changes stats: +1 Str / +7 Dex / +2 Cun Changes resistances penetration: +15% mind Psi when hit: +0.04 Maximum hate: +4.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% 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). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Anuleg the elven-wood wand of shielding [power 290] (17 cooldown) Anuleg the elven-wood wand of shielding [power 290] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +1 Str / +1 Con Changes damage: +15% physical Only die when reaching: -40.00 life Light radius: +3 It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Gechak the gold ring Gechak the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex / +3 Cun Spell save: +15 (+5 eff.) Disease immunity: +10% Hate when firing a critical mind attack: +1.00 Maximum life: +60.00 Light radius: +2 See invisible: +6 Rings make your fingers look great! |
On fingers | Arytha the gold ring Arytha the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +25% mind Spell save: +3 (+1 eff.) Disarm immunity: +20% Pinning immunity: +31% Knockback immunity: +26% Teleport immunity: +10% Only die when reaching: -80.00 life Maximum life: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Wrathroot's Barkwood (9 def, 10 armour, 20-28 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 20-28 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.5 - 28.7 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Around waist | Elenista the Pyreransom Elenista the PyreransomCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +3 (+1 eff.) Defense: +5 (+2 eff.) Changes resistances: +3% fire Critical mult.: +10.00% Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Smearonslaught (0 def, 4 armour, 17-20 power, 40 block) Smearonslaught (0 def, 4 armour, 17-20 power, 40 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +8 physical When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+2 eff.) Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 nature Changes stats: +3 Mag Talent granted: +1 Block Only die when reaching: -60.00 life Light radius: +3 Infravision radius: +3 Handheld deflection devices. |
Cloak | Zilach (1 def, 0 armour) Zilach (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun / +2 Dex Changes resistances: +3% cold Changes resistances penetration: +5% mind / +5% acid Spell save: +9 (+3 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 | steel mail armour 'Sunraze' (2 def, 12 armour) steel mail armour 'Sunraze' (2 def, 12 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 fire Changes resistances: +19% acid / +3% cold Life regen: +2.00 Maximum life: +20.00 Healing mod.: +11% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. marksman's steel ring of aether (+13%)marksman's steel ring of aether (+13%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +13% arcane Changes damage: +13% arcane Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger (15-19 power, 7 apr)flaming dwarven-steel dagger (15-19 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +7 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger 'Rhumathad' (18-23 power, 6 apr)steel dagger 'Rhumathad' (18-23 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Critical mult.: +5.00% Spell save: +3 (+1 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +2% Damage Shield penetration: +30% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel greatmaul of paradox (29-43 power, 2 apr)balanced steel greatmaul of paradox (29-43 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 temporal When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+5 eff.) Changes resistances: +12% temporal Disarm immunity: +36% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. steel longsword of massacre (21-30 power, 3 apr)steel longsword of massacre (21-30 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of daylight (13-18 power, 3 apr)steel mace of daylight (13-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +5% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Blindjam the yew vilestaff (20-24 power, 4 apr, acid element)Blindjam the yew vilestaff (20-24 power, 4 apr, acid 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +3 Dex / +1 Con Changes resistances: +6% mind / +3% darkness Changes damage: +20% acid / +9% mind Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash vilestaff of might (17-20 power, 3 apr, blight element)potent ash vilestaff of might (17-20 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% blight Talent granted: +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, darkness element)yew vilestaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
This item will automatically be transmogrified when you leave the level. cashmere robe 'Hurykan' (0 def, 0 armour)cashmere robe 'Hurykan' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +21% acid / +11% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +14% acid Maximum stamina: +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Nightslice the pair of dwarven-steel boots (0 def, 4 armour)Nightslice the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Effects on melee hit: * 20% chance to reduce all saves and defense by 21 * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 6 mind Changes resistances: +3% darkness Changes damage: +6% mind / +12% darkness Maximum encumbrance: +29 Physical save: +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Darkraptor' (2 def, 0 armour)cashmere wizard hat 'Darkraptor' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Dex Changes resistances: +6% darkness Changes damage: +12% physical Physical save: +9 (+4 eff.) Psi each turn: +0.15 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cured leather armour of spell shielding (6 def, 4 armour)cured leather armour of spell shielding (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +5% arcane Spell save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Glimmerknave (0 def, 11 armour)Glimmerknave (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 6 mind Changes resistances: +21% fire Changes resistances penetration: +15% mind Changes damage: +9% light Mental save: +6 (+3 eff.) Maximum psi: +20.00 Mindpower: +20 (+9 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Hornet Stingers (14/20, 18-25 power, 10 apr)Hornet Stingers (14/20, 18-25 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
This item will automatically be transmogrified when you leave the level. blazing quiver of ash arrows of erosion (24/24, 18-25 power, 7 apr)blazing quiver of ash arrows of erosion (24/24, 18-25 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 24 Damage (Ranged): +9 nature / +18 fire Damage (radius 2) on crit: +9 fire Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 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. |
3 opal 3 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe 'Silumira' (dig speed 22 turns)dwarven-steel pickaxe 'Silumira' (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Str / +3 Cun Blindness immunity: +10% Poison immunity: +20% Disease immunity: +10% Pinning immunity: +20% Maximum life: +20.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. woodsman's dwarven-steel pickaxe (dig speed 30 turns)woodsman's dwarven-steel pickaxe (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 85 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Recall (2/2) Rod of Recall (2/2)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 Activation costs 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. |
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) Activation costs 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. pouch of dwarven-steel shots (23/23, 32-39 power, 3 apr)pouch of dwarven-steel shots (23/23, 32-39 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of clear mind [power 2] (22 cooldown)dwarven-steel torque of clear mind [power 2] (22 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By ProneWarden the Dwarf Stone Warden level 17
8th Wealth 122nd year of Ascendancy at 12:29 see stats
By ProneWarden the Dwarf Stone Warden level 14
32nd Profit 122nd year of Ascendancy at 04:01 see stats
By ProneWarden the Dwarf Stone Warden level 10
7th Profit 122nd year of Ascendancy at 13:25 see stats
By ProneWarden the Dwarf Stone Warden level 18
20th Wealth 122nd year of Ascendancy at 15:42 see stats
By ProneWarden the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 22:49 see stats
By ProneWarden the Dwarf Stone Warden level 19
23rd Wealth 122nd year of Ascendancy at 19:32 see stats
By ProneWarden the Dwarf Stone Warden level 11
10th Profit 122nd year of Ascendancy at 21:01 see stats
By ProneWarden the Dwarf Stone Warden level 11
13rd Profit 122nd year of Ascendancy at 07:38 see stats
By ProneWarden the Dwarf Stone Warden level 17
3rd Wealth 122nd year of Ascendancy at 19:51 see stats
Log
ProneWarden counter attacks Jaehe the wretchling with his shield shards!
Jaehe the wretchling slows down.
ProneWarden is covered in acid!
ProneWarden misses Jaehe the wretchling.
Jaehe the wretchling performs a melee critical strike against ProneWarden!
ProneWarden is afflicted by a weakness disease!
ProneWarden reflects damage back to Jaehe the wretchling!
Jaehe the wretchling hits ProneWarden for (16 flat reduction), (65 absorbed), 0 blight, (16 flat reduction), (7 absorbed), 0 blight, (16 flat reduction), (10 absorbed), 2 darkness, (4 flat reduction), 41 blight, (4 flat reduction), 26 darkness (70 total damage).
ProneWarden hits Jaehe the wretchling for 65 reflected, 7 reflected, 10 reflected, 17 nature, 40 arcane, 10 arcane, 5 mind (158 total damage).
Melee retaliation hits Jaehe the wretchling for 2 darkness, 8 fire, 7 arcane, 4 nature, 2 darkness, 8 fire, 7 arcane, 4 nature (45 total damage).
Jaehe the wretchling regains their energy.
Jaehe the wretchling is free from the stone vine.
ProneWarden casts Eldritch Blow.
ProneWarden misses Jaehe the wretchling.
ProneWarden misses Jaehe the wretchling.
Weakness Disease from Jaehe the wretchling hits ProneWarden for 26 blight damage.
Epidemic from Jaehe the wretchling hits ProneWarden for 35 blight damage.
Acid Splash from Jaehe the wretchling hits ProneWarden for 21 acid damage.
Decrepitude Disease from Jaehe the wretchling hits ProneWarden for 26 blight damage.
Jaehe the wretchling uses Dual Strike.
ProneWarden counter attacks Jaehe the wretchling with his shield shards!
ProneWarden misses Jaehe the wretchling.
ProneWarden misses Jaehe the wretchling.
ProneWarden is stunned!
Jaehe the wretchling performs a melee critical strike against ProneWarden!
Jaehe the wretchling's spell attains critical power!
Jaehe the wretchling hits ProneWarden for 70 physical, 36 darkness, 200 physical (307 total damage).
Melee retaliation hits Jaehe the wretchling for 2 darkness, 8 fire, 7 arcane, 4 nature, 0 darkness, 3 fire, 3 arcane, 1 nature (32 total damage).
ProneWarden the level 19 dwarf stone warden was shattered to death by Jaehe the wretchling on level 1 of Ruined Dungeon.