










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 22 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by minotaur at level 5 on the 12nd Profit 122nd year of Ascendancy at 06:01 0 / 6Killed by Urkis, the High Tempest at level 16 on the 16th Loss 122nd year of Ascendancy at 15:16 Killed by Chronolith Twin at level 20 on the 29th Loss 122nd year of Ascendancy at 16:06 Killed by fire wyrm at level 21 on the 1st Shortage 122nd year of Ascendancy at 00:03 Killed by skeleton warrior at level 22 on the 30th Iron 123rd year of Ascendancy at 17:52 Killed by Greater Mummy Lord at level 22 on the 30th Iron 123rd year of Ascendancy at 18:40 |
| Antimagic | Follower |
Primary Stats
| Strength | 60 (base 32) |
| Dexterity | 29 (base 19) |
| Constitution | 50 (base 33) |
| Magic | 27 (base 10) |
| Willpower | 65 (base 34) |
| Cunning | 21 (base 10) |
Resources
| Life | -19/991 |
| Stamina | 300/300 |
| Equilibrium | 44 |
| Healing Factor | 1.6086847857242 |
| Regeneration | 18.85500057923 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 34 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 16% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +8% |
| Physical | +16% |
| Cold | +19% |
| All | 0% |
| Darkness | +8% |
| Light | +10% |
| Lightning | +17% |
| Fire | +8% |
| Nature | +12% |
Offense: Damage Penetration
| Cold | +12% |
| Lightning | +12% |
| Acid | +12% |
| Darkness | +12% |
| Blight | +12% |
| Physical | +12% |
| Fire | +12% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 44.292304923968 (87.807182003187%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 18 |
| Physical Save | 38 |
| Spell Save | 34 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 49%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 52%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 13%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 60% |
| Disarm Resistance | 40% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 70% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
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 lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Shmokkers. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 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 honey tree root. * You've found the needed chunk of ghoul flesh. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On hands | [vs. Fists of the Desert Scorpion (8 def, 4 armour) (On hands)]Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +8 (+4 eff.) (-) Changes stats: +3(-) Str / +3(-) Wil / +3(-) Cun Changes damage: +8%(-) physical Talent masteries: +0.20(-) Technique / Grappling Disarm immunity: +40% (-) Mindpower: +3 (+2 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| On head | [vs. Helm of the Dwarven Emperors (0 def, 6 armour) (On head)]Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 (-) Fatigue: +4% (-) Changes stats: +10(-) Mag / +10(-) Wil / +10(-) Con Changes resistances: +10%(-) darkness Changes damage: +10%(-) light Blindness immunity: +60% (-) Confusion immunity: +60% (-) Light radius: +6 (-) A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | [vs. supercharged elm totem of healing [power 146] (17/19 cooldown) (Tool)]supercharged elm totem of healing [power 146] (17/19 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 146 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. mule's steel ring (On fingers, 1 of 2)]mule's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% (-) Maximum encumbrance: +26 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring (On fingers, 1 of 2)]savior's steel ring of frost (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+6%) Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +0 (-26) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +15% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. enhanced voratun mace of ruin (46-65 power, 6 apr) (In main hand)]enhanced voratun mace of ruin (46-65 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour penetration: +7 (-) Physical crit. chance: +7.0% (-) Changes stats: +11(-) Str / +10(-) Dex / +9(-) Mag / +8(-) Wil / +8(-) Cun / +4(-) Con Critical mult.: +25.00% (-) Blunt and deadly. |
| Main armor | [vs. radiant stralite mail armour of Eyal (4 def, 8 armour) (Main armor)]radiant stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 (-) Defense: +4 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +4(-) Wil Changes resistances: +22%(-) blight / +25%(-) darkness Life regen: +4.00 (-) Maximum life: +47.00 (-) Light radius: +2 (-) Healing mod.: +18% (-) A suit of armour made of mail. |
| In off hand | [vs. Samovor the Blindrebel (0 def, 13 armour, 18-21 power, 40.5 block) (In off hand)]Samovor the Blindrebel (0 def, 13 armour, 18-21 power, 40.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +40 (-) When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour: +13 (-) Fatigue: +8% (-) Damage (Melee): 5(-) cold Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 5(-) ice / 0(-10) item temporal energize Changes stats: +2(-) Str / +2(-) Dex Changes resistances: +12%(-) temporal Talents granted: +1.00(-) Block Light radius: +2 (-) Handheld deflection devices. |
| Cloak | [vs. resilient linen cloak (1 def, 0 armour) (Cloak)]resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. steel amulet 'Lightningspawner' (Around neck)]steel amulet 'Lightningspawner' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 8(-) lightning Changes stats: +3(-) Str Changes resistances: +3%(-) lightning / +3%(-) cold Changes damage: +9%(-) lightning Amulets make your neck look great! |
Inventory
[vs. Infusion: Healing (on body)]healing infusion of the warrior (heal 170; cd 11) 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: 11(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170(+120) then cleanse 1 wound, poison and disease effect. Its effects scale with your +Strength 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. |
Rune of the Rift (410.00 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 410.00 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 spell talent. |
[vs. enhanced voratun mace of ruin (46-65 power, 6 apr) (In main hand)]Huroregas the Satyrslicer (30-42 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0(-16.5 - -23.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-1) Crit. chance: +6.5% (+3.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to slow global speed by 51% Damage (Melee): +5 nature Damage (radius 1) on hit: +8 nature When wielded/worn: Armour penetration: +0 (-7) Physical crit. chance: +0.0% (-7.0%) Physical power: +5 (+2 eff.) Changes stats: +5(-6) Str / +9(-1) Dex / +3(-6) Mag / +6(-2) Wil / +7(-1) Cun / +13(+9) Con Changes resistances penetration: +9% physical Critical mult.: +0.00% (-25.00%) Disarm immunity: +19% One-handed war axes. |
[vs. radiant stralite mail armour of Eyal (4 def, 8 armour) (Main armor)]enlightening iron plate armour of the deep (0 def, 9 armour) Requires: - Massive armour training - Strength 22 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 (+1) Defense: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: +22% (+10%) Changes stats: +4 Cun / +4(-) Wil Changes resistances: +5% acid / +6% cold / +0%(-25%) darkness / +0%(-22%) blight Allows you to breathe in: water Mental save: +11 (+6 eff.) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-47.00) Light radius: +0 (-2) Healing mod.: +0% (-18%) A suit of armour made of metal plates. |
[vs. Fists of the Desert Scorpion (8 def, 4 armour) (On hands)]heroic iron gauntlets (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Fatigue: +1% Changes stats: +0(-3) Str / +0(-3) Wil / +0(-3) Cun Changes damage: +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Mental save: +6 (+3 eff.) Disarm immunity: +0% (-40%) Maximum life: +44.00 Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Helm of the Dwarven Emperors (0 def, 6 armour) (On head)]grounding dwarven-steel helm of strength (+3) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-2) Fatigue: +4% (-) Changes stats: +3 Str / +0(-10) Mag / +0(-10) Wil / +0(-10) Con Changes resistances: +6% lightning / +7% temporal / +0%(-10%) darkness Changes damage: +0%(-10%) light Blindness immunity: +0% (-60%) Confusion immunity: +0% (-60%) Light radius: +0 (-6) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
7 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. |
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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
8 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. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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. |
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. |
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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. supercharged elm totem of healing [power 146] (17/19 cooldown) (Tool)]Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Shmokkers the Dwarf Wyrmic level 14
12nd Dearth 122nd year of Ascendancy at 23:26 see stats
Earth Master
Killed Harkor'Zun.By Shmokkers the Dwarf Wyrmic level 19
25th Loss 122nd year of Ascendancy at 23:40 see stats
Exterminator
Killed 1000 creatures.By Shmokkers the Dwarf Wyrmic level 22
24th Iron 123rd year of Ascendancy at 08:16 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shmokkers the Dwarf Wyrmic level 17
21st Loss 122nd year of Ascendancy at 10:30 see stats
Level 10
Got a character to level 10.By Shmokkers the Dwarf Wyrmic level 10
19th Profit 122nd year of Ascendancy at 01:45 see stats
Level 20
Got a character to level 20.By Shmokkers the Dwarf Wyrmic level 20
27th Loss 122nd year of Ascendancy at 22:36 see stats
Size matters
Did over 600 damage in one attack.By Shmokkers the Dwarf Wyrmic level 15
21st Dearth 122nd year of Ascendancy at 04:22 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Shmokkers the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 17:01 see stats
The Arena
Unlocked Arena mode.By Shmokkers the Dwarf Wyrmic level 8
16th Profit 122nd year of Ascendancy at 06:41 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shmokkers the Dwarf Wyrmic level 21
23rd Iron 123rd year of Ascendancy at 22:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Shmokkers the Dwarf Wyrmic level 19
26th Loss 122nd year of Ascendancy at 06:07 see stats
Log
Melee retaliation hits Iceblock for 6 cold, 10 lightning, 6 cold, 10 lightning, 6 cold, 10 lightning (46 total damage).
Crippling Poison from Shmokkers hits Iceblock for 126 nature damage.
Shmokkers uses Nature's Balance.
Greater Mummy Lord casts Pulverizing Auger.
Greater Mummy Lord's devouring flames area effect drains life from Shmokkers!
Greater Mummy Lord's devouring flames area effect hits Shmokkers for (5 to ice), 14 fire (14 total damage).
Greater Mummy Lord hits Shmokkers for (25 to ice), 72 physical (72 total damage).
Greater Mummy Lord's winter area effect hits Shmokkers for (7 to ice), 19 cold (19 total damage).
Greater Mummy Lord receives 2 healing from Shmokkers.
Greater Mummy Lord is no longer poisoned.
Greater Mummy Lord is no longer out of phase.
Greater Mummy Lord performs a diseased attack against Shmokkers.
Shmokkers resists the disease!
Greater Mummy Lord hits Shmokkers for (25 to ice), 70 physical, (3 to ice), 9 cold (79 total damage).
Melee retaliation hits Iceblock for 6 cold, 10 lightning (15 total damage).
Shmokkers uses Infusion: Regeneration.
Shmokkers starts regenerating health quickly.
Greater Mummy Lord's devouring flames area effect drains life from Shmokkers!
Greater Mummy Lord's devouring flames area effect hits Shmokkers for (5 to ice), 14 fire (14 total damage).
Greater Mummy Lord's winter area effect hits Shmokkers for (7 to ice), 19 cold (19 total damage).
Greater Mummy Lord receives 2 healing from Shmokkers.
Greater Mummy Lord uses Shield Pummel.
Shmokkers instinctively hardens her skin and ignores the attack!
Shmokkers repels an attack from Greater Mummy Lord.
Shmokkers resists the shield bash!
Greater Mummy Lord hits Shmokkers for (9 to ice), 26 physical, (9 to ice), 24 physical (51 total damage).
Melee retaliation hits Iceblock for 6 cold, 10 lightning (15 total damage).
Shmokkers the level 22 dwarf wyrmic was pierced to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.

































































































