











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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! 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 | Madness Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 26 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Zubyma the storm wyrm at level 26 on the 11st Loss 122nd year of Ascendancy at 15:42 / 1 |
Primary Stats
| Strength | 55 (base 35) |
| Dexterity | 15 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 39 (base 38) |
| Willpower | 53 (base 28) |
| Cunning | 54 (base 29) |
Resources
| Life | -137/940 |
| Mana | 440/505 |
| Equilibrium | 45 |
| Healing Factor | 1.4092147729953 |
| Regeneration | 10.216807104216 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 34.753403342673 |
| See Invisible | 34.753403342673 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 41 |
| Crit Chance | 30% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 41 |
| Crit Chance | 30% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Physical | +5% |
| Cold | +14% |
| All | 0% |
| Darkness | +40% |
| Light | +14% |
| Temporal | +5% |
| Mind | +36% |
| Lightning | +24% |
| Fire | +18% |
| Nature | +21% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 69 (60%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 18 |
| Physical Save | 60 |
| Spell Save | 48 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 48%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 37%( 70%) |
| Mind | + 31%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 65%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. |
| 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 511 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 487 damage for 6 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -575 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1234 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 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. | done |
You failed to protect the temporal explorer from death by Lisossra the giant blue ant. Escort: temporal explorer (level 4 of Old Forest) | 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. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Beleyachik the pair of iron boots (20 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Defense: +20 (+9 eff.) Fatigue: +2% Changes resistances: +6% fire / +1% physical / +6% cold Cut immunity: +10% Life regen: +2.00 Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flarewilter the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% temporal Changes damage: +18% fire Physical save: +6 (+1 eff.) Light radius: +6 Healing mod.: +13% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | fearwoven cashmere wizard hat of knowledge (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +5 Wil Changes resistances: +8% darkness / +13% physical Changes damage: +8% darkness / +5% physical Maximum hate: +7.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
| On hands | Umbrahash (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 64% * 10% chance to reduce damage dealt by 29% Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Changes resistances: +15% darkness / +8% temporal Changes damage: +3% darkness / +5% temporal Light radius: +1 When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Wil / +8 Cun / +5 Con Changes resistances: +15% lightning / +7% all Changes damage: +15% lightning Physical save: +18 (+4 eff.) Mental save: +18 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | steel ring 'Poxvagrant'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 4 nature / 10 lightning Changes resistances: +12% mind Changes resistances penetration: +10% nature Changes damage: +12% mind / +6% nature Rings make your fingers look great! |
| On fingers | Yveriada the BlindhackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Damage when hit (Melee): 4 mind Changes stats: +6 Str Changes resistances: +30% acid / +28% cold / +6% darkness / +10% blight Changes damage: +15% acid / +14% cold / +15% darkness / +9% mind Rings make your fingers look great! It was hardened by the digestive sack. |
| Around neck | gold amulet 'Beroharamas'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% darkness / +9% fire / +12% nature / +20% light Blindness immunity: +24% Confusion immunity: +10% Maximum life: +80.00 Amulets make your neck look great! |
| In main hand | Brodisin (0 def, 8 armour, 162% power, 148 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 163% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +148 Damage (Melee): +13 acid / +12 light / +12 darkness When wielded/worn: Armour: +8 Fatigue: +8% Effects when hit in melee: * 16% chance to reduce armor by 35% Changes stats: +3 Dex / +3 Mag / +4 Cun / +3 Con Changes resistances: +20% lightning / +15% darkness / +10% light / +14% acid Changes damage: +14% light / +14% darkness Talent granted: +1 Block Maximum mana: +40.00 Maximum vim: +40.00 Handheld deflection devices. |
| Around waist | Eclipseprophet the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +4 Dex / +4 Wil / +4 Cun / +6 Lck Changes damage: +9% lightning Trap disarming bonus: +7 Stealth bonus: +6 Light radius: +3 Infravision radius: +5 A belt that goes around your waist. |
| In off hand | Hodar the dwarven-steel shield (0 def, 21 armour, 148% power, 111.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 148% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +1 Crit. chance: +3.5% Block value: +112 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+2 eff.) Armour: +21 Fatigue: +8% Changes stats: +4 Cun / +4 Con Changes resistances: +23% lightning Talent granted: +1 Block Physical save: +8 (+2 eff.) Handheld deflection devices. |
| Cloak | cashmere cloak 'Chamukhad' (7 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +7 (+3 eff.) Changes stats: +5 Str / +4 Wil / +2 Cun Changes resistances: +14% nature / +15% blight Physical save: +6 (+1 eff.) Life regen: +5.00 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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 (+5 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 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 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. |
Inventory
regeneration infusion of the wizard (heal 250; 15 cd)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Magic 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. |
blink rune of the warrior (range 5; phase 18; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. 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. |
Branygokhad the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +10 Changes stats: +3 Str Changes resistances: +9% blight / +3% light Changes resistances penetration: +15% mind Life regen: +4.00 Amulets make your neck look great! |
Lisumiwen the SatyrstoneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% lightning Changes resistances penetration: +15% nature Changes damage: +12% nature Critical mult.: +15.00% Mental save: +6 (+2 eff.) Stun/Freeze immunity: +23% Equilibrium when hit: +0.12 Maximum psi: +10.00 Amulets make your neck look great! |
Urthildir the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +2 Dex / +2 Wil / +4 Con Changes damage: +3% mind Physical save: +10 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +16 (+6 eff.) Mana when firing critical spell: +2.00 Amulets make your neck look great! |
starlit steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% light / +10% darkness Blindness immunity: +22% Amulets make your neck look great! |
GleamglamourCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +6% light Changes resistances penetration: +10% blight Spell save: +3 (+1 eff.) Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
rogue's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Muckterror the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% cold / +3% fire / +5% arcane / +3% nature Maximum life: +31.00 A belt that goes around your waist. |
Chamimakan the Shadewarden (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +6% darkness / +9% mind Changes resistances penetration: +15% darkness / +5% mind Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Betabeth' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Mag Changes resistances: +3% blight Changes damage: +3% arcane Critical mult.: +15.00% Spell crit. chance: +1% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Elenegen' (5 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +2% physical Changes resistances penetration: +10% blight Critical mult.: +5.00% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of spellstriking (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane Changes damage: +4% arcane Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Adorana the Kindleslice (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 64% * 20% chance to reduce armor by 35% Damage when hit (Melee): 2 acid Changes resistances: +9% nature / +9% light Changes damage: +3% acid Spell save: +5 (+2 eff.) Maximum life: +54.00 Light radius: +2 Healing mod.: +13% A cap made of leather. |
Emeluth the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% fire / +8% cold Changes resistances penetration: +15% blight Changes damage: +12% arcane Spellpower: +25 (+8 eff.) Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
Falista the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +2 Mag Changes resistances: +6% mind Changes resistances penetration: +15% arcane Changes damage: +3% mind Light radius: +3 Infravision radius: +4 See stealth: +7 See invisible: +7 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 44% and attempts to push all creatures other than yourself out of its radius, inflicting 10.08 light damage and 12.38 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Shinespawn the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Changes stats: +2 Cun / +2 Wil Changes resistances: +6% light Changes resistances penetration: +5% mind Changes damage: +3% light Reduces incoming crit damage: 5.00% Mindpower: +4 (+1 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Barkbane' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 nature Changes resistances: +6% lightning / +9% temporal / +14% light / +3% blight / +15% darkness Changes resistances penetration: +20% nature Changes damage: +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arewyn (0 def, 2 armour, 118% power, 63.5 block)Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 118% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +64 Damage (Melee): +11 light / +11 darkness Damage (radius 1) on hit: +16 temporal When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +2 Fatigue: +8% Changes stats: +3 Cun / +2 Mag Changes resistances: +12% light / +12% darkness Changes damage: +9% temporal / +11% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Mayiramira (0 def, 8 armour, 101% power, 39.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +40 Damage (Melee): +12 cold When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 209 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +11% cold Talent granted: +1 Block Maximum hate: +6.00 Maximum psi: +10.00 Handheld deflection devices. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
333 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. |
2 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. |
3 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. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal brass lantern of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Mental save: +7 (+3 eff.) Spellpower: +6 (+2 eff.) Light radius: +5 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
soothing iron torque of clear mind [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 32. Torques are made by powerful psionics to store psionic powers. |
Singestun [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +9% fire Changes resistances penetration: +5% fire Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing elm wand of lightning storm [power 110] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 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. |
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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By dwswmd the Dwarf Stone Warden level 14
26th Profit 122nd year of Ascendancy at 16:14 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By dwswmd the Dwarf Stone Warden level 24
4th Loss 122nd year of Ascendancy at 11:42 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By dwswmd the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 01:00 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By dwswmd the Dwarf Stone Warden level 20
20th Wealth 122nd year of Ascendancy at 05:07 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By dwswmd the Dwarf Stone Warden level 22
17th Dearth 122nd year of Ascendancy at 16:00 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By dwswmd the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 03:58 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By dwswmd the Dwarf Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 00:37 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By dwswmd the Dwarf Stone Warden level 12
6th Profit 122nd year of Ascendancy at 04:10 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By dwswmd the Dwarf Stone Warden level 23
20th Dearth 122nd year of Ascendancy at 06:53 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By dwswmd the Dwarf Stone Warden level 17
39th Profit 122nd year of Ascendancy at 17:03 see stats
Log
Dwswmd resists the effect 'Confused'!
Grappled from Adalaith the vampire hits dwswmd for 130 physical damage.
Burning from Zubyma the storm wyrm hits dwswmd for (26 flat reduction), 12 fire (12 total damage).
Entropic Gift from Isireravena the gwelgoroth hits dwswmd for 10 temporal, 4 darkness (13 total damage).
Adalaith the vampire is free from the stone vine.
Burning from Mirror Image (Yvaleda the orc elite fighter) hits Storm drake hatchling for 28 fire damage.
Poison from Dwswmd hits Zubyma the storm wyrm for 9 nature damage.
Stone Vine from Dwswmd hits Zubyma the storm wyrm for 27 nature, 14 arcane (41 total damage).
Poison from Dwswmd hits Storm drake hatchling for 3 nature damage.
Stone Vine from Dwswmd hits Xorn for 25 nature, 17 arcane (43 total damage).
Poison from Dwswmd hits Adalaith the vampire for (3 flat reduction), 0 nature (0 total damage).
Stone Vine from Dwswmd hits Yvaleda the orc elite fighter for 27 nature, 14 arcane (41 total damage).
Burning from Zubyma the storm wyrm hits Yvaleda the orc elite fighter for 42 fire damage.
Burning from Yvaleda the orc elite fighter hits Xigama the snow giant for 89 fire damage.
Adalaith the vampire throws a finishing uppercut.
Dwswmd instinctively hardens his skin and ignores the attack!
dwswmd repels an attack from Adalaith the vampire.
Yvaleda the orc elite fighter casts Lightning.
Something hits Xigama the snow giant for 98 lightning damage.
Yvaleda the orc elite fighter hits Xigama the snow giant for 236 lightning damage.
Zubyma the storm wyrm casts Draining Assault.
Yvaleda the orc elite fighter is stunned by the burning flame!
Dwswmd shrugs off Zubyma the storm wyrm's 'Burning Shock'!
Zubyma the storm wyrm shrugs off the effect 'Armor Corroded'!
Zubyma the storm wyrm steals life from dwswmd!
Zubyma the storm wyrm hits dwswmd for 191 physical, (12 flat reduction), 0 fire, 132 physical (322 total damage).
Melee retaliation hits Zubyma the storm wyrm for 3 lightning, 4 nature, 3 nature, 14 arcane, 4 mind, 19 nature, 3 lightning, 4 nature, 3 nature, 14 arcane, 4 mind, 19 nature (93 total damage).
Zubyma the storm wyrm receives 107 healing from dwswmd.
dwswmd the level 26 dwarf stone warden was battered to death by Zubyma the storm wyrm on level 2 of Tempest Peak.
Zubyma the storm wyrm's weapon glows with critical power!
































































































