












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | 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! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Possessor Bonus Class 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 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:
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 | Bulwark |
Level / Exp | 24 / 36% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 15 on the 38th Dearth 122nd year of Ascendancy at 14:15 0 / 8Killed by Urkis, the High Tempest at level 15 on the 38th Dearth 122nd year of Ascendancy at 14:35 Killed by Chronolith Clone at level 18 on the 27th Loss 122nd year of Ascendancy at 07:37 Killed by Ce'Namiba the cold drake hatchling at level 22 on the 30th Shortage 122nd year of Ascendancy at 02:02 Killed by skeleton mage at level 24 on the 2nd Iron 123rd year of Ascendancy at 21:32 Killed by skeleton mage at level 24 on the 2nd Iron 123rd year of Ascendancy at 22:37 Killed by venom drake at level 24 on the 3rd Iron 123rd year of Ascendancy at 11:48 Killed by armoured skeleton warrior at level 24 on the 3rd Iron 123rd year of Ascendancy at 11:53 |
Primary Stats
Strength | 63 (base 43) |
Dexterity | 19 (base 12) |
Constitution | 72 (base 53) |
Magic | 13 (base 10) |
Willpower | 36 (base 13) |
Cunning | 25 (base 10) |
Resources
Life | -205/1314 |
Stamina | 204/204 |
Psi | 126/126 |
Healing Factor | 1.3842975206612 |
Regeneration | 5.0769761864569 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
Offense: Mainhand
Damage | 99 |
Accuracy | 24 |
Crit Chance | 24% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
Fire | +15% |
Physical | +25% |
Cold | +35% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
Acid | +25% |
Fire | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 51.68253153958 (73.452380952381%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 35 |
Physical Save | 57 |
Spell Save | 46 |
Mental Save | 45 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 17%( 70%) |
Physical | + 22%( 70%) |
Cold | + 40%( 70%) |
All | + 4%( 70%) |
Lightning | + 31%( 70%) |
Mind | + 10%( 70%) |
Fire | + 12%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 45% |
Pinning Resistance | 23% |
Poison Resistance | 34% |
Knockback Resistance | 71% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 738% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 132.45 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Last Stand |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 grave | active |
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 failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | 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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the lost warrior from death by lesser vampire. Escort: lost warrior (level 1 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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 chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * '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 xorn fragment. | 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 within8 lumberjacks have died. | 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 feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +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 | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 1/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 73.05 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +21% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +9 (+4 eff.) Melee+ 13 physical Ranged+ 20 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 22 On Hit (Ranged): * 13% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 18 cooldown Level 5.2 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Con ----- def ----- Resists +15% nature +14% blight Poison- +34% Disease- +34% Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +15 fire While equipped: Stats +6 Con dps ---------- Phys.crit +15.0% Crit.mult +32.00% Phys.pwr +12 (+4 eff.) Res.pen +25% acid +8% physical +10% nature Apr +12 On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +6% acid Disarm- +25% Blunt and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% physical Melee Ret 4 acid ----- def ----- Armour +8 Resists +4% physical +8% cold +8% fire A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor [Ego++] Master/Psionic When used to Attack: Power 45.0 - 54.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +138 Melee+ +15 physical While equipped: Stats +1 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +15% physical Shield.near.proj +12 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +1 Con dps ---------- Dmg.mod +15% fire Res.pen +10% fire ----- def ----- Defense +9 (+5 eff.) Phys.save +8 (+3 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +18% lightning +6% mind Mind.save +13 (+4 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +3% fire Res.pen +5% fire Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% lightning Phys.save +11 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +13 (+4 eff.) Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 54 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +4 Resists +22% fire Rings can have magical properties. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Acc +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +8 (+4 eff.) Apr +8 Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 temporal +10 mind On Hit: * 15% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +8% temporal One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Apr +1 ----- def ----- Armour +4 HP.reg +1.10 Heal.mod +15% ---------- misc Equi/ret +0.08 Max.stam +30.00 A belt that goes around your waist. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +3% fire On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +6% fire +3% darkness +15% cold Phys.save +15 (+4 eff.) Mind.save +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Acc +6 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +3% fire +6% darkness +6% cold Phys.save +5 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +20% 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. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 18 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 5.99 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 17.0 T1 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor [Ego+] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +39 While equipped: Stats +3 Str +1 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 27 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Don Dago the Dwarf Bulwark level 15
18th Dearth 122nd year of Ascendancy at 15:17 see stats
By Don Dago the Dwarf Bulwark level 19
28th Loss 122nd year of Ascendancy at 00:23 see stats
By Don Dago the Dwarf Bulwark level 10
14th Profit 122nd year of Ascendancy at 04:15 see stats
By Don Dago the Dwarf Bulwark level 20
8th Shortage 122nd year of Ascendancy at 17:43 see stats
By Don Dago the Dwarf Bulwark level 14
42nd Profit 122nd year of Ascendancy at 16:35 see stats
By Don Dago the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 00:48 see stats
By Don Dago the Dwarf Bulwark level 11
15th Profit 122nd year of Ascendancy at 06:49 see stats
By Don Dago the Dwarf Bulwark level 14
10th Wealth 122nd year of Ascendancy at 14:20 see stats
By Don Dago the Dwarf Bulwark level 15
37th Dearth 122nd year of Ascendancy at 14:46 see stats
By Don Dago the Dwarf Bulwark level 14
10th Wealth 122nd year of Ascendancy at 00:02 see stats
By Don Dago the Dwarf Bulwark level 16
42nd Dearth 122nd year of Ascendancy at 16:12 see stats
By Don Dago the Dwarf Bulwark level 24
3rd Iron 123rd year of Ascendancy at 11:48 see stats
Log
Skeleton warrior speeds up.
Don Dago hits The Master for 138 physical damage.
Don Dago hits Venom drake for 172 physical damage.
Don Dago hits Skeleton warrior for (157 absorbed), 0 physical (0 total damage).
Don Dago hits Ghoulking for 158 physical damage.
Don Dago hits Ghoulking for 157 physical damage.
Armoured skeleton warrior uses Shield Pummel.
Don Dago is stunned!
Don Dago killed Venom drake!
Armoured skeleton warrior hits Don Dago for 24 physical, 15 cold, 37 physical, 15 cold (91 total damage).
Melee retaliation hits Armoured skeleton warrior for (4 absorbed), 0 acid, (4 absorbed), 0 acid (0 total damage).
Ghoulking performs a diseased attack against Don Dago.
Ghoulking performs a melee critical strike against Don Dago!
Don Dago resists the disease!
Melee retaliation hits Ghoulking for 1 acid damage.
The Master receives 33 healing from Ghoulking's purging blight area effect.
Elder vampire receives 32 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 32 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Venom drake hatchling for 16 blight damage.
Ghoulking receives 35 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Don Dago for 15 blight damage.
Ghoulking receives 35 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 32 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 32 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 32 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 32 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 32 healing from Ghoulking's purging blight area effect.
Ghoulking hits Don Dago for 23 physical damage.
Skeleton mage casts Manathrust.
Saving game...