Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 26 / 13% |
Size | medium |
Lifes / Deaths | Killed by elven corruptor at level 26 on the 18th Loss 122nd year of Ascendancy at 03:55 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 75 (base 57) |
Dexterity | 25 (base 12) |
Constitution | 44 (base 26) |
Magic | 10 (base 10) |
Willpower | 50 (base 35) |
Cunning | 22 (base 10) |
Resources
Life | -71/1048 |
Stamina | 245/275 |
Equilibrium | 82 |
Healing Factor | 1.2455007465519 |
Regeneration | 10.275381159053 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 112 |
Accuracy | 37 |
Crit Chance | 22% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +6% |
Lightning | +12% |
Cold | +6% |
Physical | +15% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Mind | +10% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 55.292304923968 (87.807182003187%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 29 |
Physical Save | 51 |
Spell Save | 40 |
Mental Save | 43 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 50%( 70%) |
All | + 13%( 70%) |
Lightning | + 29%( 70%) |
Light | + 20%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 20%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 28%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 20% |
Pinning Resistance | 24% |
Disarm Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
Inscriptions (4/4)
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 226 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: 11 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 effect and reduce all damage taken by 30% 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: 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 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 |
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 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 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 | Arthorig (9 def, 9 armour) Arthorig (9 def, 9 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +8 Dex +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +4% Resists +12% cold +9% mind +6% darkness ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Blindbloom the alchemist's lamp Blindbloom the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag +2 Wil +8 Con dps ---------- Dmg.mod +6% acid ----- def ----- Resists +8% blight +6% darkness Crit.chn- 15.00% HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | iron helm 'Issavor' (0 def, 3 armour) iron helm 'Issavor' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +6% nature +5% arcane Crit.chn- 15.00% Mind.save +3 (+1 eff.) Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Maniroddamas (10 def, 4 armour) Maniroddamas (10 def, 4 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+4 eff.) Melee+ 8 lightning Dmg.mod +6% lightning Res.pen +20% physical Apr +4 ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +7% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Flashlace the elm totem of summon tentacle [power 100] (25 cooldown) Flashlace the elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% lightning Apr +2 ---------- misc Stam/turn +3.00 See.Invis +9 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 246 Base Damage: 100 Armor: 2 All Resist: 7 Puts all charms on 25 cooldown 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
On fingers | Golrawen the Shinevortex Golrawen the Shinevortex0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.pwr +30 (+10 eff.) Melee+ 13 physical Ranged+ 12 physical Dmg.mod +6% light Res.pen +10% mind Melee Ret 4 cold On Hit (Melee): * 14% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ----- def ----- Resists +15% cold ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Light +3 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
On fingers | Flashbait Flashbait0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% fire +6% cold +15% physical Apr +2 ----- def ----- Resists +9% fire Max.HP +27.00 Disarm- +26% Pinning- +24% Knockbk- +29% Rings make your fingers look great! |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 3/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 247 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | stralite waraxe 'Hazestun' (139% power, 5 apr) stralite waraxe 'Hazestun' (139% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 acid On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +15% cold Melee Ret 8 acid ----- def ----- Resists +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
Around waist | Manylin Manylin1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck dps ---------- Crit.mult +5.00% Apr +1 ----- def ----- Defense +25 (+8 eff.) Phys.save +6 (+2 eff.) Stealth +6 ---------- misc T.Disarm +8 Stam/turn +2.00 Infravis +3 A belt that goes around your waist. |
In off hand | steel shield 'Shadowweeper' (0 def, 10 armour, 111% power, 79.5 block) steel shield 'Shadowweeper' (0 def, 10 armour, 111% power, 79.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 Melee+ +8 darkness On Hit: * 16% chance to reduce armor by 15% While equipped: dps ---------- Phys.pwr +30 (+8 eff.) Melee+ 6 acid Melee Ret 7 acid ----- def ----- Armour +10 Fatigue +8% Resists +3% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | cashmere cloak 'Gidakira' (2 def, 10 armour) cashmere cloak 'Gidakira' (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Resists +12% lightning +16% cold +9% light Mind.save +3 (+1 eff.) Disarm- +20% 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 'Camoragund' (2 def, 6 armour) steel mail armour 'Camoragund' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Cun +4 Con dps ---------- Mind.crit +4% Phys.pwr +20 (+5 eff.) ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +6% fire Mind.save +6 (+2 eff.) Max.HP +40.00 Confus- +20% A suit of armour made of mail. |
Inventory
healing infusion of the titan (heal 145; cd 10) healing infusion of the titan (heal 145; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -625; dur 5; cd 26) heroism infusion of the warrior (die at -625; dur 5; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd 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 5 turns. While Heroism is active, you will only die when reaching -625 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1250 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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 titan (res 25%; magical; dur 3; cd 10) wild infusion of the titan (res 25%; magical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Eilinylle Eilinylle0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +7 Dex +7 Wil dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +20 (+6 eff.) Resists +12% lightning +3% physical +12% cold Phys.save +9 (+3 eff.) Amulets make your neck look great! |
wizard's gold ring of arcana (+0.15/turn) wizard's gold ring of arcana (+0.15/turn)0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
stralite battleaxe of corruption (151% power, 3 apr) stralite battleaxe of corruption (151% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 4 Massive two-handed battleaxes. |
truestriking dwarven-steel greatsword (142% power, 2 apr) truestriking dwarven-steel greatsword (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 143% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +19 (+7 eff.) Apr +10 Massive two-handed swords. |
Blasttrail (126% power, 4 apr) Blasttrail (126% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Dmg.mod +3% lightning Melee Ret 4 lightning ----- def ----- Resists +5% arcane +2% physical Max.HP +80.00 Disease- +20% Disarm- +20% Sharp, long, and deadly. |
Morbuspeal (137% power, 4 apr) Morbuspeal (137% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 acid On Crit.r2 +8 nature +16 light On Hit: * 20% chance to slow global speed by 56% While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 6 light Sharp, long, and deadly. |
stralite waraxe of rage (134% power, 5 apr) stralite waraxe of rage (134% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Acc +9 (+3 eff.) One-handed war axes. |
truestriking stralite waraxe of erosion (137% power, 5 apr) truestriking stralite waraxe of erosion (137% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Res.pen +9% physical Acc +5 (+2 eff.) Apr +7 One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+11 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
stargazer's silk robe of Angolwen (0 def, 0 armour) stargazer's silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil +4 Cun dps ---------- Spell.crit +7% Spell.pwr +14 (+12 eff.) S.pwr/crit +3 Dmg.mod +18% light +7% darkness ----- def ----- Resists +13% all Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arorak the Gleambreak (10 def, 1 armour) Arorak the Gleambreak (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun +6 Con dps ---------- Res.pen +20% light ----- def ----- Armour +1 Defense +10 (+3 eff.) Phys.save +11 (+3 eff.) Mind.save +18 (+6 eff.) ---------- misc Max.stam +30.00 A pair of boots made of leather. |
traveler's pair of hardened leather boots of speed (0 def, 3 armour) traveler's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -6% Phys.save +8 (+2 eff.) ---------- misc Max.enc +25 A pair of boots made of leather. |
clarifying cashmere wizard hat of madness (2 def, 0 armour) clarifying cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +8 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Mind.save +21 (+7 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 151 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Salyma the quiver of yew arrows (19/19, 140% power, 16 apr) Salyma the quiver of yew arrows (19/19, 140% power, 16 apr)3.0 T3 arrow ammo [Rare] Nature Power 141% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +2.0% Capacity 19 Proj.spd +200% Ranged+ +15 nature +20 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
181 alchemist agate 181 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Duskminister the dwarven-steel pickaxe (dig speed 16 turns) Duskminister the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Cun +5 Con dps ---------- Mind.crit +4% Dmg.mod +18% mind On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine 13 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 zircon 20 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tharuk the Dwarf Bulwark level 20
21st Dearth 122nd year of Ascendancy at 17:15 see stats
By Tharuk the Dwarf Bulwark level 21
29th Dearth 122nd year of Ascendancy at 11:18 see stats
By Tharuk the Dwarf Bulwark level 7
4th Profit 122nd year of Ascendancy at 16:06 see stats
By Tharuk the Dwarf Bulwark level 20
9th Dearth 122nd year of Ascendancy at 00:38 see stats
By Tharuk the Dwarf Bulwark level 10
22nd Profit 122nd year of Ascendancy at 18:47 see stats
By Tharuk the Dwarf Bulwark level 20
8th Dearth 122nd year of Ascendancy at 20:00 see stats
By Tharuk the Dwarf Bulwark level 23
40th Dearth 122nd year of Ascendancy at 22:54 see stats
By Tharuk the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 19:54 see stats
By Tharuk the Dwarf Bulwark level 10
24th Profit 122nd year of Ascendancy at 00:59 see stats
By Tharuk the Dwarf Bulwark level 25
12nd Loss 122nd year of Ascendancy at 06:17 see stats
By Tharuk the Dwarf Bulwark level 25
11st Loss 122nd year of Ascendancy at 11:36 see stats
By Tharuk the Dwarf Bulwark level 25
6th Loss 122nd year of Ascendancy at 09:26 see stats
By Tharuk the Dwarf Bulwark level 18
4th Dearth 122nd year of Ascendancy at 11:44 see stats
Log
Talent Greater Weapon Focus is ready to use.
Elven corruptor casts Bone Spear.
Elven blood mage casts Drain.
Elven corruptor hits Tharuk for 212 physical damage.
Elven blood mage hits Tharuk for 124 blight damage.
Elven blood mage casts Drain.
Elven blood mage hits Tharuk for 149 blight damage.
LIFE LOST WARNING!
Tharuk uses Infusion: Movement.
Tharuk is moving at extreme speed!
Talent Rush is ready to use.
Tharuk wears (replacing Eilinylle): Earthen Beads.
Tharuk slows down.
Talent Infusion: Wild is ready to use.
Talent Assault is ready to use.
Elven corruptor casts Blood Grasp.
Elven corruptor's Blood Grasp hits Tharuk for 110 blight damage.
Elven corruptor receives 28 healing from Elven corruptor's Blood Grasp.
Tharuk uses Infusion: Wild.
Tharuk is cured!
Tharuk lessens the pain.
Talent Shield Pummel is ready to use.
Talent Infusion: Healing is ready to use.
Elven corruptor casts Drain.
Elven corruptor hits Tharuk for 90 blight damage.
Tharuk the level 26 dwarf bulwark was fouled to death by an elven corruptor on level 2 of Dark crypt.