Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 26 / 24% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 22 on the 14th Loss 122nd year of Ascendancy at 15:52 0 / 7Killed by Xanalaith the greater shivgoroth at level 22 on the 17th Loss 122nd year of Ascendancy at 07:07 Killed by Polomina the Guardian at level 24 on the 4th Shortage 122nd year of Ascendancy at 20:41 Killed by Isalrarialaith the Guardian at level 24 on the 5th Shortage 122nd year of Ascendancy at 04:29 Killed by Adolaith the half formed drem at level 24 on the 19th Shortage 122nd year of Ascendancy at 11:06 Killed by Poratira the half formed drem at level 24 on the 19th Shortage 122nd year of Ascendancy at 12:40 Killed by elven cultist at level 26 on the 29th Shortage 122nd year of Ascendancy at 22:22 |
Primary Stats
Strength | 39 (base 25) |
Dexterity | 15 (base 10) |
Constitution | 44 (base 24) |
Magic | 43 (base 41) |
Willpower | 51 (base 40) |
Cunning | 10 (base 10) |
Resources
Mana | 390/390 |
Equilibrium | 52 |
Vim | 200/200 |
Life | -177/978 |
Steam | 100/100 |
Healing Factor | 1.2883177570093 |
Regeneration | 5.4753504672897 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -25% |
Spell | 0% |
Global | +96.385542168675% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 23.843738619919 |
See Invisible | 23.843738619919 |
Offense: Mainhand
Damage | 60 |
Accuracy | 32 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 32 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Acid | +9% |
Arcane | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Physical | 0% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 50.821479973271 (94.117647058824%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 22 |
Physical Save | 37 |
Spell Save | 35 |
Mental Save | 37 |
Defense: Resistances
Blight | + 25%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 46%( 70%) |
All | + 20%( 70%) |
Lightning | + 44%( 70%) |
Light | + 30%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 44%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Silence Resistance | 25% |
Confusion Resistance | 30% |
Stun Resistance | 50% |
Pinning Resistance | 27% |
Poison Resistance | 20% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 315 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 27 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 91 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 739% 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 Willpower stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Stone Vines |
talent | Shards |
talent | Eldritch Infusion |
detrimental effect | The target is on fire, taking 17.18 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 11% and slowing it by -4% Overwhelming Fear |
detrimental effect | The target is on fire, taking 42.90 fire damage per turn, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While flameshocked talents cooldown twice as slow. Burning Shock |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Empowered by the sight of black blood, granting 10% all resistances. Spikeskin |
detrimental effect | The target is hexed. Each time it uses an ability it takes 56.14 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
detrimental effect | The target has been splashed with acid, taking 17.31 acid damage per turn, reducing armour by 26 and attack by 22. Acid Splash |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You failed to protect the lost warrior from death by Wrathroot. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of luminous horror dust. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice ant stinger. | active |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 | scholar's pair of dwarven-steel boots of speed (0 def, 4 armour) scholar's pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Spellpower: +6 (+2 eff.) 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. |
Light source | scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +43.00 Light radius: +3 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 | Steel Helm of Garkul (0 def, 6 armour) 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 (+5 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+5 eff.) Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | heroic hardened leather gloves (0 def, 6 armour) heroic hardened leather gloves (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Talent granted: +3 Iron Grip Mental save: +7 (+3 eff.) Disarm immunity: +80% Maximum life: +45.00 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 | Silebrema [power 66] (15 cooldown) Silebrema [power 66] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +5 Str Changes resistances: +12% fire Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life It can be used to sting an enemy dealing 24 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | steel ring of arcana (+0.12/turn) steel ring of arcana (+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +25% Mana each turn: +0.12 Rings can have magical properties. |
On fingers | marksman's steel ring of tenacity marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Disarm immunity: +21% Pinning immunity: +27% Knockback immunity: +24% Maximum life: +24.00 Rings can have magical properties. |
Around neck | Hellsriver HellsriverInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Con Changes resistances: +6% nature / +6% darkness Changes resistances penetration: +20% fire Changes damage: +9% acid Confusion immunity: +10% Amulets can have magical properties. |
In main hand | Icewreck the stralite shield (0 def, 13 armour, 42-50.4 power, 164.5 block) Icewreck the stralite shield (0 def, 13 armour, 42-50.4 power, 164.5 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 42.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +164 Damage (Melee): +16 cold When wielded/worn: Armour: +13 Fatigue: +8% Changes resistances penetration: +15% blight Talent granted: +1 Block Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +5% Handheld deflection devices. |
Around waist | hardened leather belt 'Vorawyn' hardened leather belt 'Vorawyn' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+6 eff.) Fatigue: -20% Changes resistances: +6% blight / +12% fire / +15% cold Maximum encumbrance: +50 Physical save: +13 (+5 eff.) Poison immunity: +20% Maximum life: +80.00 Healing mod.: +5% A belt that goes around your waist. |
In off hand | Crystalline Dwarven-steel shield (0 def, 6 armour, 31.875-38.25 power, 107.5 block) Crystalline Dwarven-steel shield (0 def, 6 armour, 31.875-38.25 power, 107.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 It is part of a set of items. When used to attack (with talents): Base power: 31.9 - 38.3 Uses stat: 100% Str Damage type: Arcane Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +108 When wielded/worn: Physical power: +12 (+4 eff.) Armour: +6 Fatigue: +8% Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Talent granted: +1 Block Spellpower: +12 (+4 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Handheld deflection devices. Transformed with the power of the Spellblaze. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +30% lightning Stun/Freeze immunity: +50% 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. |
Main armor | Durethel the dwarven-steel mail armour (3 def, 11 armour) Durethel the dwarven-steel mail armour (3 def, 11 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Armour Hardiness: +20% Defense: +3 (+3 eff.) Fatigue: +15% Changes resistances: +18% cold / +5% arcane / +12% light Spell save: +6 (+3 eff.) Life regen: +4.00 Only die when reaching: -60.00 life A suit of armour made of mail. |
Inventory
insulating steel amulet of cunning (+4) insulating steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% cold / +12% fire Amulets can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+4 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
solipsist's steel ring of nature (+20%) solipsist's steel ring of nature (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +20% nature Changes damage: +10% nature Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Windbright (9-11.7 power, 5 apr) Windbright (9-11.7 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +4 Str / +4 Dex / +5 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% blight / +6% temporal / +3% darkness Changes damage: +12% nature Spell save: +3 (+1 eff.) Sharp, short and deadly. |
enhanced steel dagger of shearing (10.5-13.65 power, 6 apr) enhanced steel dagger of shearing (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Changes stats: +4 Str / +5 Dex / +5 Mag / +5 Wil / +6 Cun / +4 Con Changes resistances penetration: +5% all Sharp, short and deadly. |
Mighty Girdle 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. |
drakeskin leather belt 'Tarrelach' drakeskin leather belt 'Tarrelach'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +9 (+6 eff.) Changes stats: +3 Cun Changes resistances: +9% cold / +5% fire / +7% light / +11% darkness Changes damage: +6% mind Physical save: +20 (+7 eff.) Maximum psi: +50.00 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: +0% Changes resistances: +6% blight Maximum encumbrance: +0 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) wanderer's pair of dwarven-steel boots of disengagement (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Dex / +6 Cun / +3 Con Physical save: +13 (+5 eff.) Mental save: +12 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 13.91 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
hardened leather hat 'Flameburst' (7 def, 3 armour) hardened leather hat 'Flameburst' (7 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +3 Defense: +7 (+5 eff.) Fatigue: +3% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +6% fire / +6% nature / +15% cold Changes resistances penetration: +15% lightning Changes damage: +9% fire Spell save: +6 (+3 eff.) A hat made of leather. Very stylish. |
enlightening steel plate armour of command (6 def, 14 armour) enlightening steel plate armour of command (6 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Armour Hardiness: +0% Defense: +6 (+4 eff.) Fatigue: +22% Changes stats: +6 Cun / +4 Wil Mental save: +21 (+8 eff.) A suit of armour made of metal plates. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
8 agate 8 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. |
3 aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 280/400. 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 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. |
9 amethyst 9 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. |
Duathelscar of the Blightspawn [power 348] (15 cooldown) Duathelscar of the Blightspawn [power 348] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects when hit in melee: * 21% chance to reduce damage dealt by 17% * 33% chance to reduce strength, dexterity, and constitution by 21 Changes resistances: +6% lightning / +12% temporal Changes damage: +3% lightning It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 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. |
5 citrine 5 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. |
8 zircon 8 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
By Roberell the Drem Stone Warden level 19
3rd Dearth 122nd year of Ascendancy at 15:36 see stats
By Roberell the Drem Stone Warden level 18
16th Wealth 122nd year of Ascendancy at 11:29 see stats
By Roberell the Drem Stone Warden level 10
26th Voratun 122nd year of Ascendancy at 18:48 see stats
By Roberell the Drem Stone Warden level 20
14th Dearth 122nd year of Ascendancy at 09:08 see stats
By Roberell the Drem Stone Warden level 23
19th Loss 122nd year of Ascendancy at 12:39 see stats
By Roberell the Drem Stone Warden level 18
14th Wealth 122nd year of Ascendancy at 03:56 see stats
By Roberell the Drem Stone Warden level 9
25th Voratun 122nd year of Ascendancy at 13:05 see stats
By Roberell the Drem Stone Warden level 11
1st Profit 122nd year of Ascendancy at 05:20 see stats
By Roberell the Drem Stone Warden level 16
36th Profit 122nd year of Ascendancy at 14:01 see stats
Log
The shield around Roberell crumbles.
Crystaline Half (Roberell) is stunned by the burning flame!
Stone Half (Roberell) is stunned by the burning flame!
Roberell is stunned by the burning flame!
Adewen the ogre guard's spell attains critical power!
Elven cultist is seized by a stone vine.
Roberell reflects damage back to Adewen the ogre guard!
Stone Half (Roberell) reflects damage back to Adewen the ogre guard!
Adewen the ogre guard steals life from Roberell!
Adewen the ogre guard steals life from Crystaline Half (Roberell)!
Adewen the ogre guard steals life from Stone Half (Roberell)!
Crystaline Half (Roberell) reflects damage back to Adewen the ogre guard!
Roberell hits Adewen the ogre guard for 203 reflected, 33 healing, 10 reflected, 2 healing, 7 reflected, 1 healing, 1 reflected, 17 healing, 5 healing, 80 healing, 5 healing, 4 healing, 6 healing (221 total damage) [153 healing].
Melee retaliation hits Adewen the ogre guard for 8 fire, 9 arcane, 4 fire, 4 arcane (25 total damage).
Stone Half (Roberell) hits Adewen the ogre guard for 50 reflected, 8 healing, 4 reflected, 28 reflected (82 total damage) [8 healing].
Crystaline Half (Roberell) hits Adewen the ogre guard for 50 reflected, 8 healing, 4 reflected, 28 reflected (82 total damage) [8 healing].
Acid Splash from Wretchling hits Crystaline Half (Roberell) for (16 absorbed), 0 acid (0 total damage).
Acid Splash from Wretchling hits Roberell for 15 acid damage.
Acid Splash from Wretchling hits Stone Half (Roberell) for (16 absorbed), 0 acid (0 total damage).
Burning from Adewen the ogre guard hits Stone Half (Roberell) for (4 absorbed), 2 fire (2 total damage).
Burning Shock from Adewen the ogre guard hits Roberell for 36 fire damage.
Burning Shock from Adewen the ogre guard hits Stone Half (Roberell) for (28 absorbed), 12 fire (12 total damage).
Burning Shock from Adewen the ogre guard hits Crystaline Half (Roberell) for (28 absorbed), 12 fire (12 total damage).
Burning from Adewen the ogre guard hits Crystaline Half (Roberell) for (4 absorbed), 2 fire (2 total damage).
Adewen the ogre guard hits Roberell for (203 absorbed), 87 physical, (10 absorbed), 4 acid, (7 absorbed), 3 fire, (1 absorbed), 45 fire, 14 fire, 208 physical, 14 acid, 10 fire, 21 fire (405 total damage).
Adewen the ogre guard hits Stone Half (Roberell) for (50 absorbed), 22 fire (22 total damage).
Adewen the ogre guard hits Crystaline Half (Roberell) for (50 absorbed), 22 fire (22 total damage).
Burning from Adewen the ogre guard hits Roberell for 15 fire damage.
Elven cultist activates his torque!
Saving game...