Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Embers of Rage 1.5.0Official 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:
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. ZOmnibus Addon Pack 1.5.0Combines 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: Ashes of Urh'Rok 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 22 / 84% |
Size | medium |
Lifes / Deaths | Killed by what at level 14 on the 23rd Dusk 122nd year of Ascendancy at 04:27 0 / 6Killed by Glyvea the Guardian at level 21 on the 62nd Haze 122nd year of Ascendancy at 20:07 Killed by Catchrry the human at level 21 on the 78th Haze 122nd year of Ascendancy at 05:10 Killed by tormentor at level 22 on the 5th Allure 123rd year of Ascendancy at 16:20 Killed by skeleton mage at level 22 on the 5th Allure 123rd year of Ascendancy at 17:48 Killed by what at level 22 on the 5th Allure 123rd year of Ascendancy at 17:54 |
Primary Stats
Strength | 47 (base 33) |
Dexterity | 42 (base 32) |
Constitution | 36 (base 26) |
Magic | 33 (base 27) |
Willpower | 22 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | 789/789 |
Mana | 286/286 |
Stamina | 208/208 |
Healing Factor | 1.1893203883495 |
Regeneration | 0.29733009708738 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 34.182604915697 |
See Invisible | 34.182604915697 |
Offense: Mainhand
Damage | 95 |
Accuracy | 34 |
Crit Chance | 17% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +18% |
Nature | +11% |
Darkness | +30% |
Mind | +12% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Mind | +5% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 51.511077022655 (100%) |
Defense | 31 |
Ranged Defense | 39 |
Fatigue | 60 |
Physical Save | 36 |
Spell Save | 27 |
Mental Save | 31 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 31%( 70%) |
All | + 7%( 70%) |
Lightning | + 16%( 70%) |
Temporal | + 16%( 70%) |
Darkness | + 27%( 70%) |
Physical | + 12%( 70%) |
Fire | + 36%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 30% |
Pinning Resistance | 21% |
Disarm Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 248 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 0.80 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
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 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by Yvilaith the deformed brown bear. Escort: lost anorithil (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by what. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. The fortress's current energy level is: 2. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit has completed an elixir of focus without your aid. 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 warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. | 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 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 | Arema the Obsidianweeper (0 def, 3 armour) Arema the Obsidianweeper (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes damage: +6% darkness Maximum stamina: +15.00 Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Light source | Blindkiss the brass lantern Blindkiss the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +15% darkness / +5% mind Changes damage: +12% mind / +6% darkness Maximum life: +44.00 Light radius: +2 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 | Bokukath the Bleakraze (0 def, 3 armour) Bokukath the Bleakraze (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +6 Str / +5 Dex / +1 Wil / +3 Con Changes resistances: +6% temporal Mental save: +6 (+3 eff.) Light radius: +1 A cap made of leather. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 35.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | Betedhevea the copper ring Betedhevea the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +22% nature / +5% arcane Changes damage: +11% nature Disease immunity: +5% Confusion immunity: +20% Rings can have magical properties. |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
Around neck | Wildspar the steel amulet Wildspar the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 nature / 12 acid Changes resistances: +13% cold / +13% fire Changes resistances penetration: +25% nature Amulets can have magical properties. |
In main hand | Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. This item has been sent to the Item's Vault. |
Around waist | rough leather belt 'Flashknight' rough leather belt 'Flashknight'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Con Changes resistances: +3% darkness / +6% cold / +5% arcane / +6% nature Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
Cloak | linen cloak 'Cloudknight' (1 def, 0 armour) linen cloak 'Cloudknight' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +12% acid / +3% fire / +3% temporal Changes damage: +3% lightning Spell save: +3 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour) radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +4 Str / +2 Dex / +2 Mag / +5 Wil / +2 Cun / +3 Con Changes resistances: +7% acid / +5% physical / +12% darkness / +11% blight / +5% fire / +7% cold / +9% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +24% Light radius: +1 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
zircon ring zircon ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +1 Changes resistances: +1% all Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. yew magestaff of might (20-24 power, 4 apr, lightning element)yew magestaff of might (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword 'Galepanic' (32.5-52 power, 2 apr)dwarven-steel greatsword 'Galepanic' (32.5-52 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 darkness Burst (radius 1) on hit: +20 acid Damage against: +19% Living When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +10% acid Changes damage: +6% lightning Massive two-handed swords. |
steel waraxe 'Blazeparry' (18.5-25.9 power, 3 apr) steel waraxe 'Blazeparry' (18.5-25.9 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Fatigue: -6% Changes stats: +2 Dex / +5 Cun Changes resistances penetration: +10% lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of the mystic (15-19.5 power, 7 apr)balanced dwarven-steel dagger of the mystic (15-19.5 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Wil / +1 Mag Disarm immunity: +24% Spellpower: +6 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. throat-seeking yew longbowthroat-seeking yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +11 nature When wielded/worn: Changes resistances penetration: +11% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. yew longbowyew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Hare-Skin SlingHare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level. self-loading pouch of steel shots of accuracy (17/20, 22.5-27 power, 2 apr)self-loading pouch of steel shots of accuracy (17/20, 22.5-27 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Turns elapse between self-loadings: 4 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield (8 def, 2 armour, 34-40.8 power, 78 block)dwarven-steel shield (8 def, 2 armour, 34-40.8 power, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
shocking dwarven-steel shield of fire resistance (+19%) (8 def, 2 armour, 32.5-39 power, 79 block) shocking dwarven-steel shield of fire resistance (+19%) (8 def, 2 armour, 32.5-39 power, 79 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +79 On weapon hit: * 10% chance to daze at end of turn When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 6 lightning Damage when hit (Melee): 14 lightning Changes resistances: +19% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour)cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. noble's hardened leather belt of burglarynoble's hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Reduced damage from: +20% Summoned Trap disarming bonus: +12 Stealth bonus: +5 Infravision radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Mayyyana the Kindleterror (0 def, 10 armour)Mayyyana the Kindleterror (0 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 16 light Changes stats: +2 Dex / +5 Mag / +2 Con Changes resistances: +6% light Infravision radius: +2 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. scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)scouring dwarven-steel gauntlets of butchering (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +9 Physical power: +4 (+1 eff.) Armour: +2 Effects when hit in melee: * 17% chance to reduce effective powers by 20% * 18 arcane resource burn Changes resistances: +7% blight Spell save: +27 (+13 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Blazewasp (2 def, 0 armour)Blazewasp (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes stats: +6 Wil Changes resistances: +15% mind Changes damage: +6% mind / +12% lightning Physical save: +7 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Ce'Nalaith the Lustrehunger (0 def, 3 armour)Ce'Nalaith the Lustrehunger (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +6 Wil Changes resistances: +7% blight / +6% mind / +12% light Changes resistances penetration: +15% mind Changes damage: +9% light Mental save: +8 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of strength (+4) (0 def, 3 armour)hardened leather cap of strength (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str A cap made of leather. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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, costing 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. |
elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By what the Cornac Bulwark level 21
66th Haze 122nd year of Ascendancy at 06:01 see stats
By what the Cornac Bulwark level 17
46th Dusk 122nd year of Ascendancy at 02:00 see stats
By what the Cornac Bulwark level 22
80th Haze 122nd year of Ascendancy at 06:52 see stats
By what the Cornac Bulwark level 10
10th Flare 122nd year of Ascendancy at 01:24 see stats
By what the Cornac Bulwark level 20
54th Haze 122nd year of Ascendancy at 08:17 see stats
By what the Cornac Bulwark level 19
72nd Dusk 122nd year of Ascendancy at 14:09 see stats
By what the Cornac Bulwark level 18
69th Dusk 122nd year of Ascendancy at 12:20 see stats
By what the Cornac Bulwark level 9
1st Flare 122nd year of Ascendancy at 20:07 see stats
By what the Cornac Bulwark level 15
34th Dusk 122nd year of Ascendancy at 18:11 see stats
Log
What is stunned!
Skeleton warrior hits what for 24 physical, 6 blight (30 total damage).
what hits Skeleton warrior for 10 acid, 6 light, 7 temporal, 8 nature (31 total damage).
Grave wight misses what.
Skeleton archer shoots!
Skeleton archer's Shoot hits what for 6 physical, 10 temporal, 13 physical (29 total damage).
What is not stunned anymore.
What has recovered!
Talent Block is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Extract Gems is ready to use.
Talent Shield Slam is ready to use.
Burning from Skeleton mage hits what for 19 fire damage.
Skeleton mage casts Manathrust.
Skeleton mage hits what for 97 arcane damage.
Skeleton mage hits Skeleton warrior for 98 arcane damage.
what the level 22 cornac bulwark was imploded to death by a skeleton mage on level 1 of Dreadfell.
You have no more lives left.
What stops burning.
What deactivates Shield Wall.
What stops regenerating health quickly.
What is free from the illness.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Skeleton mage killed what!
Saving done.
Saving game...