









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 20 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Emydalrakira the forest troll at level 8 on the 1st Acquisition 122nd year of Ascendancy at 20:38 0 / 6Killed by Emydalrakira the forest troll at level 8 on the 1st Acquisition 122nd year of Ascendancy at 22:38 Killed by netherworm mass at level 13 on the 29th Profit 122nd year of Ascendancy at 04:25 Killed by Lisona the ultimate telugoroth at level 15 on the 9th Wealth 122nd year of Ascendancy at 13:55 Killed by netherworm mass at level 17 on the 30th Wealth 122nd year of Ascendancy at 22:30 Killed by Bethaba the Guardian at level 20 on the 39th Dearth 122nd year of Ascendancy at 11:50 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 37) |
| Dexterity | 35 (base 29) |
| Constitution | 41 (base 30) |
| Magic | 12 (base 10) |
| Willpower | 23 (base 11) |
| Cunning | 17 (base 15) |
Resources
| Life | -147/832 |
| Stamina | 116/120 |
| Equilibrium | 0 |
| Healing Factor | 1.3403791469195 |
| Regeneration | 7.8563600329579 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
| See Stealth | 35 |
| See Invisible | 56 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 51 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Temporal | +30% |
| Nature | +12% |
| Fire | +18% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Arcane | +15% |
| Nature | +20% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 37.114672804786 (30%) |
| Defense | 35 |
| Ranged Defense | 42 |
| Fatigue | 25 |
| Physical Save | 30 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 44%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 17%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Teleport Resistance | 5% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (3/4)
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Last Stand |
| talent | Shield Wall |
| talent | Precise Strikes |
| detrimental effect | Huge cut that bleeds, doing 4.50 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Immobilized by telekinetic forces. Immobilized |
| beneficial effect | You gain 12% resistance against nature. Resolve |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost anorithil from death by multi-hued drake hatchling. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed electric eel tail. | 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 |
Equipment
| On feet | pair of iron boots 'Elyta' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes stats: +2 Str / +6 Dex / +2 Con Infravision radius: +1 See invisible: +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Brandmight the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Wil Changes resistances: +8% blight Changes resistances penetration: +20% temporal Changes damage: +6% fire / +30% temporal Mental save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | scouring rough leather gloves of strength (+3) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Effects when hit in melee: * 15% chance to reduce effective powers by 20% * 15 arcane resource burn Changes stats: +3 Str Spell save: +9 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel torque of kinetic psionic shield 'Rainpython' [power 71] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +15% arcane / +15% blight Changes damage: +3% nature Critical mult.: +5.00% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 71 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 10.49 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 2/60. This azure ring seems to be always moist to the touch. |
| Around neck | Tempestwedge the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% physical / +5% arcane / +12% nature / +6% temporal Stamina each turn: +0.20 Amulets can have magical properties. |
| In main hand | Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances: +4% all It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
| Around waist | Cleansevengeance the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% nature Changes resistances penetration: +20% nature Changes damage: +9% nature / +12% fire Life regen: +0.60 Healing mod.: +12% A belt that goes around your waist. |
| In off hand | acidic dwarven-steel shield of lightning resistance (+15%) (8 def, 2 armour, 27-32.4 power, 87 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +87 On weapon hit: * 10% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 6 acid Damage when hit (Melee): 16 acid Changes resistances: +15% lightning Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Cyruvea (16 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +16 (+7 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% lightning / +12% cold Physical save: +5 (+3 eff.) Spell save: +3 (+2 eff.) Blindness immunity: +10% Teleport immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Betuwyn the Arcwilder (8 def, 8 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +2 Cun Changes resistances: +17% acid / +17% lightning Critical mult.: +10.00% Mental save: +15 (+7 eff.) Mental crit. chance: +1% A suit of armour made of leather. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (242.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 314.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+8 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Scaldwreath the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% cold / +12% nature / +9% fire Changes damage: +3% fire Amulets can have magical properties. |
Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
dwarven-steel longsword 'Ce'Nevea' (22.5-31.5 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +10% acid / +11% lightning / +9% cold / +5% arcane / +9% fire Spell save: +16 (+8 eff.) Mental save: +6 (+3 eff.) Disease immunity: +10% Silence immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Beteriann' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -8% Changes stats: +2 Dex / +7 Mag / +3 Wil Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Spell save: +8 (+4 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather cap of constitution (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% lightning / +5% temporal A cap made of leather. |
iron helm 'Glorilrada' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% fire / +6% light / +12% cold Physical save: +6 (+3 eff.) Disarm immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.cleansing steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +11% blight / +17% fire / +12% nature A suit of armour made of mail. |
spiked hardened leather armour of the deep (3 def, 8 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +8% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. |
impenetrable steel plate armour of spell shielding (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +6% arcane Spell save: +11 (+6 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 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. |
iron shield of lightning resistance (+16%) (4 def, 2 armour, 11-13.2 power, 24.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Adithra the StormoathInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +18% acid / +3% all Changes resistances penetration: +20% lightning Changes damage: +6% acid / +6% lightning Spell save: +7 (+4 eff.) Light radius: +2 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Blindmight [power 33] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +9% light / +3% darkness Changes resistances penetration: +15% light Changes damage: +3% darkness / +3% light It can be used to teleport randomly (rad 33), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
4 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. |
7 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Venger the Dwarf Bulwark level 14
39th Profit 122nd year of Ascendancy at 22:54 see stats
Bringer of Doom
Killed a Bringer of Doom.By Venger the Dwarf Bulwark level 19
32nd Dearth 122nd year of Ascendancy at 07:37 see stats
Exterminator
Killed 1000 creatures.By Venger the Dwarf Bulwark level 15
10th Wealth 122nd year of Ascendancy at 03:50 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Venger the Dwarf Bulwark level 17
9th Dearth 122nd year of Ascendancy at 12:53 see stats
Level 10
Got a character to level 10.By Venger the Dwarf Bulwark level 10
17th Profit 122nd year of Ascendancy at 22:01 see stats
Level 20
Got a character to level 20.By Venger the Dwarf Bulwark level 20
39th Dearth 122nd year of Ascendancy at 05:15 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Venger the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 14:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Venger the Dwarf Bulwark level 17
28th Wealth 122nd year of Ascendancy at 21:20 see stats
Log
Blade horror resists the wave!
Bethaba the Guardian resists the wave!
Venger's tidal wave hits Bethaba the Guardian for 8 cold, 10 physical (18 total damage).
Venger's tidal wave hits Blade horror for 11 cold, (6 to psi shield), 6 physical (17 total damage).
Kinetic Aura hits Venger for 10 physical damage.
Imploding (slow) from Blade horror hits Venger for 41 physical damage.
Blade horror misses Venger.
Venger starts to bleed.
Blade horror uses Knife Storm.
Venger hits Blade horror for (11 to psi shield), 11 physical, 0 arcane, (4 to psi shield), 4 acid, 0 arcane (15 total damage).
Blade horror hits Venger for 5 physical damage.
Blade horror resists the wave!
Bethaba the Guardian resists the wave!
Storm drake hatchling starts to bleed.
Bethaba the Guardian starts to bleed.
Storm drake hatchling starts to bleed.
Venger's tidal wave hits Bethaba the Guardian for 8 cold, 10 physical (18 total damage).
Venger's tidal wave hits Blade horror for 11 cold, (6 to psi shield), 6 physical (17 total damage).
Blade horror's physical bleed area effect hits Venger for 23 physical damage.
Blade horror's physical bleed area effect hits Bethaba the Guardian for 36 physical damage.
Blade horror's physical bleed area effect hits Something for 37 physical damage.
Blade horror's physical bleed area effect hits Storm drake hatchling for 37 physical damage.
Blade horror's physical bleed area effect hits Storm drake hatchling for 37 physical damage.
Bleeding from Blade horror hits Venger for 3 physical damage.
Kinetic Aura hits Venger for 10 physical damage.
Kinetic Aura hits Storm drake hatchling for 16 physical damage.
Kinetic Aura hits Bethaba the Guardian for 15 physical damage.
Bethaba the Guardian uses Knockback.
Saving game...




















































































