












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.3 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.6.0Combines 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: 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.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 27 / 29% |
Size | medium |
Lifes / Deaths | Killed by Cultist at level 18 on the 2nd Loss 122nd year of Ascendancy at 11:21 0 / 7Killed by Cultist at level 18 on the 2nd Loss 122nd year of Ascendancy at 11:33 Killed by Varsha the Writhing at level 18 on the 2nd Loss 122nd year of Ascendancy at 12:47 Killed by Eilinayatta the carrion worm mass at level 23 on the 37th Steel 123rd year of Ascendancy at 08:52 Killed by The Master at level 27 on the 15th Stralite 123rd year of Ascendancy at 21:50 Killed by will o' the wisp at level 27 on the 16th Stralite 123rd year of Ascendancy at 01:24 Killed by Grand Corruptor at level 27 on the 20th Stralite 123rd year of Ascendancy at 05:13 |
Primary Stats
Strength | 25.77589469448 (base 35) |
Dexterity | 14 (base 10) |
Constitution | 17.77589469448 (base 16) |
Magic | 57 (base 36) |
Willpower | 68 (base 43) |
Cunning | 25 (base 10) |
Resources
Life | -97/750 |
Mana | 497/539 |
Equilibrium | 64 |
Healing Factor | 1.312115758046 |
Regeneration | 0.3280289395115 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 6 |
See Stealth | 40.595095619122 |
See Invisible | 50.595095619122 |
Offense: Mainhand
Damage | 49 |
Accuracy | 32 |
Crit Chance | 8% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 32 |
Crit Chance | 8% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +10% |
Fire | +6% |
Arcane | +9% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Lightning | +40% |
Fire | +20% |
Temporal | +20% |
Defense: Base
Armour (hardiness) | 69 (87.462686567164%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 24 |
Physical Save | 14 |
Spell Save | 31 |
Mental Save | 41 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 13%( 70%) |
Cold | + 46%( 70%) |
All | + 7%( 70%) |
Lightning | + 42%( 70%) |
Light | + 13%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 48%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Silence Resistance | 24% |
Disarm Resistance | 40% |
Knockback Resistance | 40% |
Confusion Resistance | 60% |
Stun Resistance | 50% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 255 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 33 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% 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
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shards |
talent | Stone Vines |
talent | Eldritch Infusion |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The target is hexed. Each time it uses an ability it takes 59.29 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
detrimental effect | The target is infected by a disease, reducing its strength by 23 and doing 37.45 blight damage per turn. Weakness Disease |
detrimental effect | The target is poisoned, taking 16.67 nature damage per turn. Poison |
detrimental effect | The target is infected by a disease, reducing its constitution by 23 and doing 37.45 blight damage per turn. Rotting Disease |
detrimental effect | The target is cursed, reducing defence and all saves by 23. Curse of Defenselessness |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 Magic by +5. | done |
You failed to protect the lost defiler from death by Blaon. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by electric eel. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 142. | 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. * 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: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of faeros ash. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. | 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 |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Con ----- def ----- Armour +10 Fatigue +3% Resists +10% acid +6% light +8% fire +11% lightning +7% cold Crit.dmg- 15.00% ---------- misc Max.hate +2.00 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire +9% cold Res.pen +25% lightning +10% fire ----- def ----- Resists +24% fire Mind.save +11 (+3 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Cun dps ---------- Dmg.mod +12% darkness Res.pen +5% acid +20% temporal Acc +6 (+3 eff.) Melee Ret 4 acid ----- def ----- Resists +24% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 66.35 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Res.pen +15% lightning Melee Ret 4 lightning ----- def ----- Silence- +24% ---------- misc Mana/turn +0.14 Equi/ret +0.04 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +12% lightning Stun/Frz- +20% ---------- misc Mana/turn +0.13 Max.mana +23.00 Amulets can have magical properties. |
In main hand | ![]() 7.0 T3 shield armor [Rare] Arcane When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +74 Melee+ +12 lightning On Hit.r1 +4 arcane On Crit.r2 +16 lightning While equipped: Stats +3 Dex dps ---------- Spell.pwr +30 (+10 eff.) Dmg.mod +9% arcane Melee Ret 19 lightning 6 arcane ----- def ----- Armour +6 Fatigue +8% Resists +14% lightning ---------- misc Max.mana +20.00 Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.crit +4% Spell.pwr +7 (+2 eff.) ----- def ----- Fatigue -8% Resists +6% mind +6% blight Mind.save +10 (+3 eff.) Pinning- +10% Knockbk- +10% ---------- misc Max.enc +36 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor [Rare] Arcane When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 Melee+ +13 acid While equipped: Stats +3 Str +2 Mag +2 Cun +3 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 35% ----- def ----- Armour +6 Fatigue +8% Resists +15% acid +12% fire +9% darkness Crit.dmg- 10.00% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +10% fire ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +17% cold Mind.save +18 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 12.0 T2 massive armor Reqs - Massive armour training Str 26 [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+0 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+7 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 acid While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +9% light Max.HP +32.00 HP.reg +1.00 ---------- misc Light +3 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. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Unique] Arcane/Nature Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Cyst Burst 1 On Hit: 25% Epidemic 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+0 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Armour +0 Defense +8 (+0 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 2.0 Pwr.cost 38 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 61.10 fire and 57.64 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Blaon the Dwarf Stone Warden level 16
4th Dearth 122nd year of Ascendancy at 18:01 see stats
By Blaon the Dwarf Stone Warden level 22
2nd Steel 123rd year of Ascendancy at 11:48 see stats
By Blaon the Dwarf Stone Warden level 17
44th Dearth 122nd year of Ascendancy at 10:51 see stats
By Blaon the Dwarf Stone Warden level 18
2nd Loss 122nd year of Ascendancy at 01:48 see stats
By Blaon the Dwarf Stone Warden level 23
29th Gold 123rd year of Ascendancy at 08:33 see stats
By Blaon the Dwarf Stone Warden level 16
4th Dearth 122nd year of Ascendancy at 17:24 see stats
By Blaon the Dwarf Stone Warden level 10
23rd Profit 122nd year of Ascendancy at 15:28 see stats
By Blaon the Dwarf Stone Warden level 20
24th Shortage 122nd year of Ascendancy at 03:20 see stats
By Blaon the Dwarf Stone Warden level 21
29th Shortage 122nd year of Ascendancy at 07:48 see stats
By Blaon the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 22:02 see stats
By Blaon the Dwarf Stone Warden level 16
4th Dearth 122nd year of Ascendancy at 18:01 see stats
By Blaon the Dwarf Stone Warden level 10
25th Profit 122nd year of Ascendancy at 07:10 see stats
By Blaon the Dwarf Stone Warden level 16
4th Dearth 122nd year of Ascendancy at 18:01 see stats
By Blaon the Dwarf Stone Warden level 16
34th Dearth 122nd year of Ascendancy at 01:42 see stats
By Blaon the Dwarf Stone Warden level 18
1st Loss 122nd year of Ascendancy at 19:28 see stats
Log
Blaon casts Eldritch Fury.
Blaon slows down.
Blaon is poisoned!
Blaon performs a melee critical strike against Grand Corruptor!
Blaon performs a melee critical strike against Grand Corruptor!
Blaon misses Grand Corruptor.
Grand Corruptor is dazed!
Grand Corruptor casts Rune: Shielding.
A shield forms around Grand Corruptor.
Melee retaliation hits Blaon for 21 nature, 4 nature, 21 nature, 4 nature, 21 nature, 4 nature, 21 nature, 4 nature, 21 nature, 4 nature (124 total damage).
Life Tap hits Grand Corruptor for 3 healing, 3 healing, 3 healing, 3 healing, 3 healing, 3 healing (0 total damage) [17 healing].
Grand Corruptor hits Blaon for 19 fire damage.
Blaon hits Grand Corruptor for 10 nature, 10 lightning, 25 arcane, 3 arcane, 10 nature, 8 acid, 25 arcane, 17 nature, 10 lightning, 25 arcane, 3 arcane, 13 lightning, 15 nature, 8 acid, 25 arcane, 11 nature, 10 lightning, 25 arcane, 3 arcane (257 total damage).
Grand Corruptor casts Blood Grasp.
Blaon stops regenerating health quickly.
Weakness Disease from Grand Corruptor hits Blaon for 23 blight damage.
Poison from Grand Corruptor hits Blaon for 9 nature damage.
Life Tap hits Grand Corruptor for 3 healing, 1 healing, 3 healing (0 total damage) [8 healing].
Rotting Disease from Grand Corruptor hits Blaon for 23 blight damage.
Grand Corruptor receives 6 healing from Life Tap.
Grand Corruptor receives 10 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits Blaon for 44 blight damage.
Grand Corruptor is not dazed anymore.
Grand Corruptor stops leeching life.
Grand Corruptor is no longer invisible.
Stone Vine from Blaon hits Grand Corruptor for (15 absorbed), 0 nature, (24 absorbed), 0 arcane (0 total damage).
Grand Corruptor casts Blood Spray.
Grand Corruptor's spell attains critical power!
Saving game...