Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Exploration |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 14 / 89% |
Size | big |
Lifes / Deaths | Killed by Bill the Stone Troll at level 13 on the 14th Loss 122nd year of Ascendancy at 17:14 / 3Killed by Polith the cave bear at level 14 on the 17th Loss 122nd year of Ascendancy at 16:20 Killed by war hound at level 14 on the 24th Loss 122nd year of Ascendancy at 02:52 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 27 (base 12) |
Constitution | 16 (base 12) |
Magic | 23 (base 22) |
Willpower | 28 (base 25) |
Cunning | 31 (base 31) |
Resources
Life | 419/419 |
Psi | 203/203 |
Equilibrium | 10 |
Paradox | 300 |
Healing Factor | 1.1545771506546 |
Regeneration | 3.2596698608317 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +112.00371569722% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 35 |
Accuracy | 39 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 39 |
Crit Chance | 7% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +4% |
Acid | +3% |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 27.5 (43.579428603723%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 13 |
Physical Save | 23 |
Spell Save | 25.4 |
Mental Save | 23 |
Defense: Resistances
Acid | + 3%( 70%) |
Light | + 3%( 70%) |
Temporal | + 5%( 70%) |
Lightning | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 215 damage for 5 turns. Its effects scale with your Magic stat. |
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
Wild-gift / Ooze | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Reality Smearing |
talent | Gloom |
talent | Mitosis |
talent | Beyond the Flesh |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+12% global speed). Clarity |
Quests
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 |
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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * '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.' | 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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | Herafast the iron battleaxe (121% power, 3 apr) Herafast the iron battleaxe (121% power, 3 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 Power: 122% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature / +12 mind Damage (radius 1) on hit: +12 mind When wielded/worn: Physical save: +3 (+2 eff.) Massive two-handed battleaxes. |
On hands | temporal iron gauntlets (0 def, 1 armour) temporal iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +5% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Power: 105% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Weepoozer the brass lantern Weepoozer the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 nature / 2 physical Changes stats: +3 Dex / +1 Con Changes resistances penetration: +5% physical Only die when reaching: -60.00 life Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather hat 'Manydur' (15 def, 1 armour) rough leather hat 'Manydur' (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Armour: +1 Defense: +15 (+8 eff.) Fatigue: +1% Physical save: +12 (+5 eff.) Mindpower: +10 (+5 eff.) A hat made of leather. Very stylish. |
On feet | pair of rough leather boots 'Bethobeth' (0 def, 3 armour) pair of rough leather boots 'Bethobeth' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Mental save: +6 (+3 eff.) Silence immunity: +10% Confusion immunity: +20% Maximum life: +20.00 Infravision radius: +2 A pair of boots made of leather. |
Tool | innervating elm wand of shielding [power 110] (20 cooldown) innervating elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
Around neck | copper amulet 'Kontir' copper amulet 'Kontir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Dex Changes damage: +3% acid Critical mult.: +10.00% Amulets make your neck look great! |
In main hand | arcing iron mace of erosion (115% power, 2 apr) arcing iron mace of erosion (115% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 115% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Damage (Melee): +6 nature Blunt and deadly. |
Around waist | rough leather belt 'Urerim' rough leather belt 'Urerim'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +3 Dex Changes resistances: +3% light Reduces incoming crit damage: 5.00% Spell save: +7 (+3 eff.) Maximum life: +20.00 Healing mod.: +10% Size category: +1 A belt that goes around your waist. |
In off hand | Unerring Scalpel (118% power, 25 apr) Unerring Scalpel (118% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 119% Range: 1.3x Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+8 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cloak | Beluzilalen (1 def, 2 armour) Beluzilalen (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +3% acid / +9% lightning Spell save: +3 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable iron mail armour (2 def, 10 armour) impenetrable iron mail armour (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the wizard (speed 475%; cd 8) movement infusion of the wizard (speed 475%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% 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 Magic 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 185; dur 3; cd 16)shielding rune (absorb 185; dur 3; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 185 damage for 3 turns. 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. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector 2 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating 3 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
acidic steel battleaxe of paradox (125% power, 2 apr) acidic steel battleaxe of paradox (125% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 126% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed battleaxes. |
acidic steel greatsword (131% power, 2 apr) acidic steel greatsword (131% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 Massive two-handed swords. |
iron longsword of crippling (112% power, 2 apr) iron longsword of crippling (112% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 112% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. runic rough leather slingrunic rough leather sling Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When this weapon hits: Arcane Vortex (10% chance level 1). When wielded/worn: Changes stats: +2 Mag Changes damage: +6% arcane Spellpower: +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Fogfoe (110% power, 0 apr)Fogfoe (110% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 110% Range: 1.5x Uses stat: 60% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +12 Damage (radius 2) on crit: +4 darkness Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +12 (+6 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +17% fire / +5% arcane / +3% light Talent granted: +1 Block Physical save: +3 (+2 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Starwasp StarwaspInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% mind Changes resistances penetration: +10% light Changes damage: +6% light Physical save: +5 (+2 eff.) Poison immunity: +20% Life regen: +2.00 Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Naturevenom' rough leather belt 'Naturevenom'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +6% fire / +3% nature / +6% cold Changes damage: +3% lightning Critical mult.: +10.00% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Arehad the linen cloak (6 def, 0 armour) Arehad the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +30 (+11 eff.) Armour penetration: +1 Defense: +6 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% darkness Changes damage: +3% physical Reduces incoming crit damage: 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emugath (1 def, 0 armour) Emugath (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Str / +2 Con Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Earasin' (1 def, 0 armour) linen cloak 'Earasin' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +2 Dex Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum life: +34.00 Mindpower: +15 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Firemalice' (0 def, 3 armour)pair of iron boots 'Firemalice' (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 2 blight Changes resistances: +9% fire Changes damage: +6% blight Maximum psi: +10.00 Spellpower: +4 (+2 eff.) Mindpower: +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Xerynne' (0 def, 3 armour)pair of iron boots 'Xerynne' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes resistances: +3% lightning / +6% blight Pinning immunity: +10% Stun/Freeze immunity: +10% Mindpower: +15 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots of speed (0 def, 3 armour)scholar's pair of iron boots of speed (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+2 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Ebonymight (0 def, 1 armour)Ebonymight (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% lightning / +6% mind / +3% light Stun/Freeze immunity: +10% Life regen: +4.00 A hat made of leather. Very stylish. |
iron helm 'Balegar' (0 def, 3 armour) iron helm 'Balegar' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +2 Con Changes resistances: +7% cold Changes resistances penetration: +10% mind Changes damage: +6% mind Allows you to breathe in: water See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating steel mail armour (2 def, 6 armour) rejuvenating steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +4.00 Stamina each turn: +0.50 A suit of armour made of mail. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. Yvunne the iron pickaxe (dig speed 38 turns)Yvunne the iron pickaxe (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% temporal / +4% physical Spell save: +3 (+2 eff.) Silence immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 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. |
Getudin the Sootkiller Getudin the SootkillerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Damage when hit (Melee): 2 darkness Changes resistances penetration: +5% darkness Physical save: +9 (+4 eff.) Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gleamtrencher [power 1] (25 cooldown) Gleamtrencher [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +15% acid Changes damage: +6% acid Light radius: +1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dave the daredevil! the Dwarf Adventurer level 10
43rd Dearth 122nd year of Ascendancy at 21:22 see stats
By Dave the daredevil! the Dwarf Adventurer level 10
43rd Dearth 122nd year of Ascendancy at 21:20 see stats
By Dave the daredevil! the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 05:17 see stats
By Dave the daredevil! the Dwarf Adventurer level 14
24th Loss 122nd year of Ascendancy at 02:52 see stats
By Dave the daredevil! the Dwarf Adventurer level 9
25th Dearth 122nd year of Ascendancy at 21:22 see stats