









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 30 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Alzidar at level 15 on the 14th Dusk 122nd year of Ascendancy at 01:22 0 / 6Killed by Poltergeist Drake's Bane at level 22 on the 14th Haze 122nd year of Ascendancy at 18:03 Killed by Poltergeist Drake's Bane at level 22 on the 14th Haze 122nd year of Ascendancy at 19:42 Killed by Poltergeist Drake's Bane at level 22 on the 14th Haze 122nd year of Ascendancy at 20:37 Killed by Poltergeist Drake's Bane at level 22 on the 15th Haze 122nd year of Ascendancy at 00:52 Killed by armoured skeleton warrior at level 27 on the 63rd Haze 122nd year of Ascendancy at 10:13 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 20) |
| Dexterity | 78 (base 44) |
| Constitution | 51 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 50 (base 28) |
| Cunning | 62 (base 50) |
Resources
| Life | 847/850 |
| Stamina | 271/302 |
| Equilibrium | 50 |
| Healing Factor | 1.2840316950178 |
| Regeneration | 9.9512456363884 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 36.889385242605 |
| See Invisible | 51.889385242605 |
Offense: Barehand
| Damage | 107 |
| Accuracy | 67 |
| Crit Chance | 32% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +35% |
| Mind | +20% |
| Lightning | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Fire | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 40 (92.946778433524%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 36 |
| Mental Save | 33 |
Defense: Resistances
| Mind | + 29%( 70%) |
| Lightning | + 26%( 70%) |
| Nature | + 51%( 70%) |
| Temporal | + 32%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 29%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Poison Resistance | 50% |
| Knockback Resistance | 31% |
Inscriptions (3/3)
| 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 383 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Striking Stance |
| talent | Antimagic Shield |
| beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Alzidar. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | 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 ice dragon that dwelled there. | done |
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 Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 242. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Yvilratta (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% Changes stats: +4 Dex / +5 Wil / +2 Con Reduces incoming crit damage: 10.00% Stamina each turn: +0.90 Maximum stamina: +15.00 Light radius: +3 Infravision radius: +3 See invisible: +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Tydur the Morbusprophet (18/18, 20-25 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +9 fire / +8 mind / +20 nature Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +12 nature / +7 fire Shots are used with slings to pummel your foes to death. |
| On hands | psychic's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 10 mind Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +6% mind Changes damage: +5% mind Talent mastery: +0.20 Technique / Grappling Disarm immunity: +30% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage (radius 2) on crit: +15 mind Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Islith the dwarven-steel helm (15 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +7 Str / +7 Dex Changes resistances: +3% fire / +6% nature / +3% physical Teleport immunity: +20% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 233.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Galiziladas the Flashlore (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 8 mind / 2 lightning Changes stats: +3 Cun / +2 Str Changes resistances: +12% blight / +3% fire / +3% lightning Changes damage: +3% lightning Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Cinderjustice'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +8 Defense: +18 (+4 eff.) Damage when hit (Melee): 2 fire Disarm immunity: +20% Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
| On fingers | marksman's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +11 Defense: +7 (+1 eff.) Changes stats: +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
| Around neck | FlameblackInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +7 Lck / +3 Con Changes resistances: +10% temporal Changes resistances penetration: +10% cold / +10% fire Changes damage: +3% fire Pinning immunity: +26% Knockback immunity: +31% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Light source | dreamer's alchemist's lamp of the zealotInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +10 (+5 eff.) Mental save: +6 (+3 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Around waist | hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Critical mult.: +11.00% A belt that goes around your waist. |
Inventory
healing infusion of the titan (heal 154; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 163; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 27%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (350.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 350.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mardothad the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Fatigue: -6% Changes stats: +1 Dex / +2 Con Changes resistances penetration: +25% physical Life regen: +2.00 Stamina each turn: +1.00 Only die when reaching: -20.00 life Amulets make your neck look great! |
enraging stralite amulet of perfection (0.34 Technique / Unarmed training,0.34 Wild-gift / Antimagic)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +5% physical Talent masteries: +0.34 Wild-gift / Antimagic +0.34 Technique / Unarmed training Combat speed: +10% Amulets make your neck look great! |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! This item has been sent to the Item's Vault. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +8 Cun / +6 Lck Damage against: +15% Summoned Reduced damage from: +17% Summoned Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
cashmere cloak 'Healwrack' (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Defense: +10 (+2 eff.) Damage when hit (Melee): 6 nature Changes stats: +2 Cun / +3 Dex Changes resistances: +8% acid / +6% fire / +7% cold / +12% nature / +5% lightning Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven Rags of the Sanctuary (0 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +16 (+7 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
Rainreaper (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Con Changes damage: +3% nature Life regen: +2.00 Light radius: +2 Infravision radius: +3 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
voratun gauntlets of butchering (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +5% Changes resistances: +5% blight Spell save: +17 (+7 eff.) When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 55% * 14% chance to reduce armor by 9% Metal gloves protecting the hands up to the middle of the lower arm. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Axe of Fluffy Evil Axe of Fluffy EvilRequires: - Level 15 Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. This item has been sent to the Item's Vault. |
103 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Nerille'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes damage: +9% acid Mental save: +9 (+4 eff.) Maximum life: +64.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +9% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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 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 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alzidar the Thalore Brawler level 21
7th Haze 122nd year of Ascendancy at 17:21 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Alzidar the Thalore Brawler level 16
38th Dusk 122nd year of Ascendancy at 00:25 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Alzidar the Thalore Brawler level 29
76th Haze 122nd year of Ascendancy at 09:45 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Alzidar the Thalore Brawler level 22
25th Haze 122nd year of Ascendancy at 08:29 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Alzidar the Thalore Brawler level 22
46th Haze 122nd year of Ascendancy at 08:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Alzidar the Thalore Brawler level 19
4th Haze 122nd year of Ascendancy at 09:05 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alzidar the Thalore Brawler level 23
51st Haze 122nd year of Ascendancy at 12:43 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alzidar the Thalore Brawler level 21
7th Haze 122nd year of Ascendancy at 16:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Alzidar the Thalore Brawler level 10
4th Mirth 122nd year of Ascendancy at 04:58 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Alzidar the Thalore Brawler level 20
4th Haze 122nd year of Ascendancy at 15:49 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Alzidar the Thalore Brawler level 30
76th Haze 122nd year of Ascendancy at 16:10 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Alzidar the Thalore Brawler level 16
38th Dusk 122nd year of Ascendancy at 00:21 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Alzidar the Thalore Brawler level 10
4th Mirth 122nd year of Ascendancy at 05:00 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Alzidar the Thalore Brawler level 25
61st Haze 122nd year of Ascendancy at 02:30 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Alzidar the Thalore Brawler level 23
51st Haze 122nd year of Ascendancy at 16:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Alzidar the Thalore Brawler level 17
44th Dusk 122nd year of Ascendancy at 00:41 see stats
Log
You gain 22.50 gold from the transmogrification of Neira's Memory.
You gain 3.49 gold from the transmogrification of flaming dwarven-steel waraxe of paradox (20-27 power, 4 apr).
You gain 2.50 gold from the transmogrification of arcing stralite waraxe of amnesia (33-46 power, 5 apr).
You gain 2.15 gold from the transmogrification of voratun steamsaw of massacre (50-76 power, 0 apr).
You gain 2.46 gold from the transmogrification of stralite steamsaw of erosion (30-45 power, 0 apr).
You gain 5.75 gold from the transmogrification of dwarven-steel steamgun of recursion.
You gain 15.91 gold from the transmogrification of greater yew starstaff of the prodigy (20-24 power, 4 apr, darkness element).
You gain 25.00 gold from the transmogrification of Hurulagrim (20-24 power, 4 apr, physical element).
You gain 24.89 gold from the transmogrification of Velolrann.
You gain 3.34 gold from the transmogrification of acidic dwarven-steel mace of vileness (26-36 power, 4 apr).
You gain 2.50 gold from the transmogrification of Corpsebow.
You gain 5.78 gold from the transmogrification of truestriking dwarven-steel greatsword of torment (36-58 power, 2 apr).
You gain 6.07 gold from the transmogrification of thought-forged dwarven-steel greatsword of vileness (37-59 power, 2 apr).
You gain 5.18 gold from the transmogrification of thought-forged dwarven-steel greatmaul of erosion (44-66 power, 2 apr).
You gain 12.50 gold from the transmogrification of Unstoppable Mauler (48-72 power, 15 apr).
You gain 4.05 gold from the transmogrification of thought-forged dwarven-steel dagger of erosion (20-25 power, 7 apr).
You gain 8.36 gold from the transmogrification of stormbringer's dwarven-steel dagger of crippling (16-21 power, 7 apr).
You gain 3.25 gold from the transmogrification of arcing stralite dagger of torment (29-38 power, 9 apr).
You gain 10.83 gold from the transmogrification of warbringer's steel battleaxe of enduring (20-29 power, 2 apr).
You gain 3.87 gold from the transmogrification of chilling dwarven-steel battleaxe of vileness (32-49 power, 2 apr).
You gain 3.54 gold from the transmogrification of psionicist's gold ring of power.
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 24; blocks 2; dur 4; cd 15).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 36; blocks 3; dur 4; cd 15).
You gain 2.11 gold from the transmogrification of shielding rune of the wizard (absorb 230; dur 3; cd 14).
You gain 1.17 gold from the transmogrification of shatter afflictions rune of the sneak (absorb 119; cd 22).
You gain 1.35 gold from the transmogrification of acid wave rune (damage 80; dur 4; cd 18).
You gain 25.00 gold from the transmogrification of Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.





































































































