












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Writhing One |
Level / Exp | 30 / 32% |
Size | medium |
Lifes / Deaths | Killed by Lisinor the half formed drem at level 30 on the 24th Pyre 123rd year of Ascendancy at 13:35 / 2Killed by Betorianne the half formed drem at level 30 on the 24th Pyre 123rd year of Ascendancy at 13:47 |
Primary Stats
Strength | 64 (base 44) |
Dexterity | 20 (base 10) |
Constitution | 52 (base 44) |
Magic | 57 (base 44) |
Willpower | 22 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -319/901 |
Mana | 334/334 |
Insanity | 98/100 |
Healing Factor | 1.6493292187651 |
Regeneration | 13.606966054812 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +19.54510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 83 |
Accuracy | 63 |
Crit Chance | 6% |
APR | 49 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 0 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Temporal | +9% |
Blight | +18% |
Mind | +3% |
Cold | +39% |
All | 0% |
Offense: Damage Penetration
Temporal | +36% |
Physical | +24% |
Arcane | +21% |
Cold | +21% |
All | +11% |
Defense: Base
Armour (hardiness) | 64.052432061975 (100%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 35 |
Physical Save | 31 |
Spell Save | 28 |
Mental Save | -6 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 38%( 70%) |
Physical | + 40%( 70%) |
Cold | + 70%( 70%) |
All | + 8%( 70%) |
Lightning | + 32%( 70%) |
Light | + 21%( 70%) |
Temporal | + 19%( 70%) |
Fire | -3%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Stun Resistance | 70% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 347 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -330 life. The duration and life will increase by 1% for every 1% life you have lost (currently 776 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 576 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 8% feedback damage from all damage done. Empathic Hex |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
detrimental effect | The target has a 40% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
detrimental effect | The target is hexed, granting it 39% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 28. Intimidated |
detrimental effect | The target is being driven mad by the void, taking 61.60 darkness damage per turn and reducing all powers by 41. Dark Whispers |
detrimental effect | An arcane vortex follows the target. Each turn a manathrust fires from it to a random foe in sight doing 38.01 arcane damage to all. If no foes are found the main target takes 50% more arcane damage this turn. If the target dies the remaining damage is dealt as a radius 2 ball of arcane. Arcane Vortex |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is on fire, taking 96.04 fire damage per turn. Burning |
detrimental effect | Physical save reduced by 12, armour and defense by 10. Negative Biofeedback |
beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
detrimental effect | Fire resistance decreased by 46% and mind save by 46. Seared |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 64. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed black mamba head. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed green worm. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. 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 vial of squid ink. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% 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. |
Quiver | ![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 85 physical damage Travel speed: +200% Damage (Ranged): +20 lightning Damage (radius 1) on hit: +8 lightning / +16 mind / +16 blight Damage (radius 2) on crit: +16 blight Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+7 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 149 cold damage (based on your Magic) Activation costs 20 power out of 7/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+3 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 temporal Changes stats: +4 Str / +3 Dex / +4 Wil / +2 Cun Changes resistances: +5% physical / +7% cold / +6% light / +10% fire Changes resistances penetration: +25% temporal Physical save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Cun Changes resistances: +9% cold Changes damage: +3% mind Mental save: +12 (+12 eff.) Mental crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 19% for 2 turns. * Gain a 27% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 2 arcane Changes stats: +4 Dex / +1 Con Changes resistances: +13% acid / +10% lightning / +15% cold / +6% nature / +14% fire Changes resistances penetration: +10% arcane Spell save: +10 (+5 eff.) Maximum stamina: +16.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 10% Damage when hit (Melee): 6 mind Changes resistances: +3% lightning / +3% acid / +6% nature / +3% blight Life regen: +8.00 Maximum life: +44.00 Healing mod.: +11% Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 light Damage against: +30% Undead When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +30 Damage when hit (Melee): 4 cold Changes resistances: +6% temporal / +9% cold Changes resistances penetration: +13% physical / +11% all Changes damage: +9% temporal / +9% cold Blunt and deadly. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 19% * 20% chance to reduce all saves and defense by 5 * 20% chance to reduce strength, dexterity, and constitution by 10 Damage when hit (Melee): 2 acid Changes stats: +4 Str Changes resistances: +15% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +6% acid / +10% physical / +9% cold / +11% fire / +13% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +20% Knockback immunity: +24% A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +9% light / +6% temporal Physical save: +8 (+4 eff.) Mental save: +14 (+14 eff.) Pinning immunity: +10% Only die when reaching: -50.00 life Maximum life: +20.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 5% Changes stats: +2 Cun / +2 Wil Changes resistances: +12% darkness / +6% cold Changes damage: +3% mind Allows you to breathe in: water Mental save: +6 (+6 eff.) A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+3 eff.) Fatigue: +12% Changes stats: +7 Cun / +6 Wil Changes resistances: +13% acid / +9% cold Allows you to breathe in: water Mental save: +20 (+20 eff.) A suit of armour made of mail. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +6 (+3 eff.) Changes stats: +2 Str / +4 Dex / +2 Mag / +2 Wil / +2 Cun / +4 Con Changes damage: +12% mind Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Achievements
By THALORAO the Thalore Writhing One level 29
4th Pyre 123rd year of Ascendancy at 23:58 see stats
By THALORAO the Thalore Writhing One level 26
50th Regrowth 123rd year of Ascendancy at 08:09 see stats
By THALORAO the Thalore Writhing One level 24
44th Regrowth 123rd year of Ascendancy at 04:49 see stats
By THALORAO the Thalore Writhing One level 7
6th Mirth 122nd year of Ascendancy at 23:00 see stats
By THALORAO the Thalore Writhing One level 21
31st Regrowth 123rd year of Ascendancy at 17:31 see stats
By THALORAO the Thalore Writhing One level 20
30th Regrowth 123rd year of Ascendancy at 07:59 see stats
By THALORAO the Thalore Writhing One level 29
1st Pyre 123rd year of Ascendancy at 14:57 see stats
By THALORAO the Thalore Writhing One level 29
4th Pyre 123rd year of Ascendancy at 20:05 see stats
By THALORAO the Thalore Writhing One level 10
18th Dusk 122nd year of Ascendancy at 01:14 see stats
By THALORAO the Thalore Writhing One level 20
29th Regrowth 123rd year of Ascendancy at 18:31 see stats
By THALORAO the Thalore Writhing One level 30
24th Pyre 123rd year of Ascendancy at 04:50 see stats
By THALORAO the Thalore Writhing One level 29
18th Pyre 123rd year of Ascendancy at 16:51 see stats
By THALORAO the Thalore Writhing One level 29
4th Pyre 123rd year of Ascendancy at 23:58 see stats
By THALORAO the Thalore Writhing One level 19
7th Allure 123rd year of Ascendancy at 09:39 see stats
By THALORAO the Thalore Writhing One level 28
60th Regrowth 123rd year of Ascendancy at 13:35 see stats
By THALORAO the Thalore Writhing One level 29
4th Pyre 123rd year of Ascendancy at 23:58 see stats
By THALORAO the Thalore Writhing One level 29
19th Pyre 123rd year of Ascendancy at 06:15 see stats
By THALORAO the Thalore Writhing One level 6
77th Pyre 122nd year of Ascendancy at 11:22 see stats
By THALORAO the Thalore Writhing One level 29
4th Pyre 123rd year of Ascendancy at 23:58 see stats
By THALORAO the Thalore Writhing One level 16
56th Dusk 122nd year of Ascendancy at 15:16 see stats
By THALORAO the Thalore Writhing One level 17
7th Haze 122nd year of Ascendancy at 22:36 see stats
By THALORAO the Thalore Writhing One level 16
61st Dusk 122nd year of Ascendancy at 00:15 see stats
By THALORAO the Thalore Writhing One level 16
56th Dusk 122nd year of Ascendancy at 01:11 see stats
By THALORAO the Thalore Writhing One level 25
48th Regrowth 123rd year of Ascendancy at 23:27 see stats
By THALORAO the Thalore Writhing One level 16
50th Dusk 122nd year of Ascendancy at 18:38 see stats
By THALORAO the Thalore Writhing One level 30
24th Pyre 123rd year of Ascendancy at 13:35 see stats
By THALORAO the Thalore Writhing One level 25
48th Regrowth 123rd year of Ascendancy at 17:32 see stats
Log
Lisinor the half formed drem hits Steamgun turret for 21 physical damage.
Lisinor the half formed drem hits Layymina the half formed drem for 16 physical damage.
Lisinor the half formed drem hits THALORAO for 22 physical, 44 fire, 0 temporal, 0 acid, 0 mind, 0 cold, 0 arcane (66 total damage).
THALORAO's Carrion Feet has been disrupted by anti-magic forces!
Eilinoldann the half formed drem deactivates Negative Biofeedback.
Lisinor the half formed drem is free from the illness.
Betorianne the half formed drem loses 7 health to the entropy.
THALORAO evades Lisunn the half formed drem.
Emelesemira the half formed drem uses Frenzy.
Betorianne the half formed drem casts Netherblast.
Bethuldalaith the half formed drem casts Rune: Manasurge.
Bethuldalaith the half formed drem starts to surge mana.
THALORAO is dazed!
THALORAO is not dazed anymore.
THALORAO damages himself through Martyrdom!
THALORAO HEALS from acid damage!
Dark Whispers from Betorianne the half formed drem hits THALORAO for 66 darkness damage.
Melee retaliation hits Emelesemira the half formed drem for 1 temporal, 1 acid, 1 mind, 4 cold, 1 arcane (8 total damage).
Burning from Lisinor the half formed drem hits THALORAO for 40 fire damage.
Emelesemira the half formed drem hits THALORAO for 13 physical, 2 cold, 2 acid, 2 healing, 5 fire, 0 temporal, 0 acid, 0 mind, 0 cold, 0 arcane (22 total damage) [2 healing].
Arcane Vortex from Betydatta the half formed drem hits THALORAO for 32 arcane damage.
Betydatta the half formed drem uses Frenzy.
Eilinirathra the half formed drem uses Frenzy.
Betydatta the half formed drem casts Freeze.
THALORAO resists!
Betydatta the half formed drem hits THALORAO for 32 cold damage.
Steamgun turret's Steamgun Turret hits THALORAO for 4 physical damage.
Eilinirathra the half formed drem uses Overclock.
steamgun turret surges with power!
Layymina the half formed drem shoots!