












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Possessor Bonus Class 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 380% |
Size | big |
Lifes / Deaths | Killed by Eilinynn the Invoker at level 50 on the 5th Gold 124th year of Ascendancy at 21:40 / 2Killed by Xira the Flamebringer at level 50 on the 5th Gold 124th year of Ascendancy at 21:51 |
Primary Stats
Strength | 140 (base 60) |
Dexterity | 109 (base 60) |
Constitution | 93 (base 60) |
Magic | 12 (base 8) |
Willpower | 29 (base 16) |
Cunning | 93 (base 29) |
Resources
Life | -171/2812 |
Stamina | 258/294 |
Healing Factor | 1.8235279301986 |
Regeneration | 100.56054925742 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 66.776535395638 |
See Invisible | 82.776535395638 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 189 |
Accuracy | 81 |
Crit Chance | 70% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 81% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Light | +44% |
Nature | +27% |
Darkness | +11% |
Arcane | +5% |
Fire | +17% |
All | +2% |
Offense: Damage Penetration
Acid | +35% |
Temporal | +29% |
Nature | +35% |
Arcane | +20% |
Darkness | +26% |
All | +10% |
Defense: Base
Armour (hardiness) | 93.723073231969 (96.438666929426%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 62 |
Mental Save | 64 |
Defense: Resistances
Acid | + 33%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 53%( 70%) |
All | + 15%( 70%) |
Lightning | + 52%( 70%) |
Light | + 40%( 70%) |
Temporal | + 53%( 70%) |
Darkness | + 56%( 70%) |
Fire | + 51%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 60% |
Silence Resistance | 54% |
Confusion Resistance | 46% |
Knockback Resistance | 24% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 524 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 47% for 3 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: MovementUse 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 increase movement speed by 878% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
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 789 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 46% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost tinker from death by Burb the snow giant champion. Escort: lost tinker (level 1 of Daikara) | 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 Constitution by +5. | done |
You failed to protect the repented thief from death by orc corruptor. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by vampire lord. Escort: temporal explorer (level 6 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Wrathroot. * 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 elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * 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: 1720. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Con Changes resistances: +30% temporal / +30% darkness / +15% fire / +5% arcane / +15% cold Changes resistances penetration: +16% darkness / +19% temporal Physical save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Blindness immunity: +20% Silence immunity: +34% Disarm immunity: +20% Confusion immunity: +46% Stun/Freeze immunity: +50% Only die when reaching: -80.00 life Defense after a teleport: +40 Resist all after a teleport: +32% New effects duration reduction after a teleport: +45% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 6 fire Changes resistances: +18% fire Changes resistances penetration: +10% all Changes damage: +9% fire Mental save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +11% Light radius: +7 See stealth: +10 See invisible: +23 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +7 Str / +8 Dex Changes resistances: +21% lightning / +5% arcane Changes damage: +9% light Reduces incoming crit damage: 15.00% Disarm immunity: +20% Life regen: +4.00 Maximum life: +100.00 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 934.3 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 152.25 arcane damage and stunned) Activation costs 85 power out of 74/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 11% Changes resistances: +18% light Changes resistances penetration: +25% acid Changes damage: +6% acid / +6% fire / +18% light Light radius: +3 It can be used to sting an enemy dealing 574 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +3 Str / +2 Dex Changes resistances: +18% nature Life regen: +16.00 Psi when hit: +0.08 Maximum life: +100.00 Healing mod.: +19% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +6 Cun / +7 Con Changes resistances penetration: +10% arcane Changes damage: +15% light / +3% arcane Life regen: +12.00 Maximum life: +72.00 Healing mod.: +16% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Changes stats: +6 Con Critical mult.: +10.00% Physical save: +11 (+3 eff.) Life regen: +6.00 Maximum life: +43.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +9 Physical crit. chance: +15.0% Armour: +6 Defense: +30 (+7 eff.) Changes stats: +3 Str Changes resistances: +18% darkness Critical mult.: +33.00% Stamina each turn: +2.00 Blunt and deadly. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Armour: +2 Defense: +33 (+8 eff.) Changes stats: +12 Cun / +16 Dex Changes resistances: +13% lightning / +15% temporal / +12% light Stealth bonus: +15 Spell save: +6 (+1 eff.) Knockback immunity: +24% Only die when reaching: -20.00 life Mental crit. chance: +29% See invisible: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +274 On weapon hit: * Deal physical damage equal to your armor (94) When wielded/worn: Armour: +18 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Armour: +13 Defense: +3 (+0 eff.) Effects on melee hit: * 24% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% Changes stats: +6 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +9% lightning / +30% cold / +6% arcane / +9% fire Changes damage: +9% darkness Physical save: +9 (+2 eff.) Maximum life: +170.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +21% acid / +5% arcane Blindness immunity: +20% Silence immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Life regen: +8.00 Stamina each turn: +2.30 Maximum life: +60.00 A suit of armour made of metal plates. |
Inventory
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 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. |
![]() Infused 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 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 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 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 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Powered 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 Activation costs 26 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
By Bludo the Dwarf Bulwark level 33
32nd Stralite 123rd year of Ascendancy at 21:22 see stats
By Bludo the Dwarf Bulwark level 50
26th Steel 124th year of Ascendancy at 18:54 see stats
By Bludo the Dwarf Bulwark level 33
30th Stralite 123rd year of Ascendancy at 21:54 see stats
By Bludo the Dwarf Bulwark level 50
4th Gold 124th year of Ascendancy at 20:27 see stats
By Bludo the Dwarf Bulwark level 42
30th Dearth 123rd year of Ascendancy at 08:01 see stats
By Bludo the Dwarf Bulwark level 39
13rd Profit 123rd year of Ascendancy at 06:33 see stats
By Bludo the Dwarf Bulwark level 48
17th Iron 124th year of Ascendancy at 17:40 see stats
By Bludo the Dwarf Bulwark level 16
8th Shortage 122nd year of Ascendancy at 09:53 see stats
By Bludo the Dwarf Bulwark level 44
29th Loss 123rd year of Ascendancy at 23:51 see stats
By Bludo the Dwarf Bulwark level 35
38th Stralite 123rd year of Ascendancy at 14:58 see stats
By Bludo the Dwarf Bulwark level 49
1st Steel 124th year of Ascendancy at 18:14 see stats
By Bludo the Dwarf Bulwark level 36
15th Voratun 123rd year of Ascendancy at 16:54 see stats
By Bludo the Dwarf Bulwark level 19
1st Iron 123rd year of Ascendancy at 21:21 see stats
By Bludo the Dwarf Bulwark level 42
38th Dearth 123rd year of Ascendancy at 20:10 see stats
By Bludo the Dwarf Bulwark level 34
37th Stralite 123rd year of Ascendancy at 17:03 see stats
By Bludo the Dwarf Bulwark level 29
6th Gold 123rd year of Ascendancy at 15:44 see stats
By Bludo the Dwarf Bulwark level 50
5th Gold 124th year of Ascendancy at 04:55 see stats
By Bludo the Dwarf Bulwark level 10
24th Dearth 122nd year of Ascendancy at 19:44 see stats
By Bludo the Dwarf Bulwark level 20
6th Iron 123rd year of Ascendancy at 04:58 see stats
By Bludo the Dwarf Bulwark level 30
14th Gold 123rd year of Ascendancy at 15:39 see stats
By Bludo the Dwarf Bulwark level 40
26th Profit 123rd year of Ascendancy at 03:35 see stats
By Bludo the Dwarf Bulwark level 50
24th Steel 124th year of Ascendancy at 04:57 see stats
By Bludo the Dwarf Bulwark level 36
3rd Voratun 123rd year of Ascendancy at 06:00 see stats
By Bludo the Dwarf Bulwark level 31
8th Stralite 123rd year of Ascendancy at 16:00 see stats
By Bludo the Dwarf Bulwark level 28
32nd Steel 123rd year of Ascendancy at 05:35 see stats
By Bludo the Dwarf Bulwark level 37
18th Voratun 123rd year of Ascendancy at 12:20 see stats
By Bludo the Dwarf Bulwark level 24
15th Steel 123rd year of Ascendancy at 18:53 see stats
By Bludo the Dwarf Bulwark level 38
9th Profit 123rd year of Ascendancy at 21:18 see stats
By Bludo the Dwarf Bulwark level 8
16th Wealth 122nd year of Ascendancy at 16:53 see stats
By Bludo the Dwarf Bulwark level 37
18th Voratun 123rd year of Ascendancy at 12:20 see stats
By Bludo the Dwarf Bulwark level 44
1st Shortage 123rd year of Ascendancy at 17:21 see stats
By Bludo the Dwarf Bulwark level 13
33rd Dearth 122nd year of Ascendancy at 21:29 see stats
By Bludo the Dwarf Bulwark level 40
5th Dearth 123rd year of Ascendancy at 05:58 see stats
By Bludo the Dwarf Bulwark level 36
17th Voratun 123rd year of Ascendancy at 18:57 see stats
By Bludo the Dwarf Bulwark level 29
6th Gold 123rd year of Ascendancy at 12:06 see stats
By Bludo the Dwarf Bulwark level 23
14th Steel 123rd year of Ascendancy at 02:40 see stats
By Bludo the Dwarf Bulwark level 50
5th Gold 124th year of Ascendancy at 21:40 see stats
By Bludo the Dwarf Bulwark level 32
30th Stralite 123rd year of Ascendancy at 08:00 see stats
Log
Xira the Flamebringer casts Call of the Crypt.
The shield around Elorivea the Invoker crumbles.
Elorivea the Invoker is no longer surging arcane power.
Xira the Flamebringer's spell attains critical power!
Bludo shrugs off the effect 'Blinded'!
Bludo shrugs off the effect 'Brittle Bones'!
Xira the Flamebringer hits Bludo for 325 darkness damage.
Bludo slows down.
Armoured skeleton warrior is weakened by the darkness!
Armoured skeleton warrior slows down.
Bludo hits Armoured skeleton warrior for 141 light, 109 darkness, 40 physical (290 total damage).
Greater Weapon Focus from Bludo hits Armoured skeleton warrior for 164 light, 127 darkness, 46 physical (337 total damage).
Melee retaliation hits Bludo for 3 fire, 3 fire (7 total damage).
Talent Infusion: Wild is ready to use.
Xira the Flamebringer's Corona hits Bludo for 26 light damage.
Xira the Flamebringer casts Earthen Missiles.
Xira the Flamebringer's spell attains critical power!
Xira the Flamebringer's spell attains critical power!
Bludo starts to bleed.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Xira the Flamebringer's Earthen Missiles hits Bludo for 189 physical, 32 physical (221 total damage).
Xira the Flamebringer's Earthen Missiles hits Bludo for 112 physical, 19 physical (131 total damage).
Xira the Flamebringer's Earthen Missiles hits Bludo for 145 physical, 24 physical (170 total damage).
Bludo shrugs off the effect 'Brittle Bones'!
Xira the Flamebringer's spell attains critical power!
Xira the Flamebringer hits Bludo for 286 darkness damage.
Xira the Flamebringer's Corona hits Bludo for 90 darkness damage.
Bludo the level 50 dwarf bulwark was shadowed to death by Xira the Flamebringer on level 1 of Hidden Vault - Vor Pride (3).