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! 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.
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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 29 / 96% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 29 on the 3rd Stralite 123rd year of Ascendancy at 19:15 / 1 |
Primary Stats
Strength | 67 (base 53) |
Dexterity | 51 (base 26) |
Constitution | 57 (base 50) |
Magic | 13 (base 10) |
Willpower | 36 (base 10) |
Cunning | 32 (base 10) |
Resources
Life | -108/1141 |
Stamina | 131/249 |
Healing Factor | 1.315111817684 |
Regeneration | 4.823234370687 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Stealth | 45.390773745007 |
See Invisible | 56.390773745007 |
Offense: Mainhand
Damage | 117 |
Accuracy | 60 |
Crit Chance | 36% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Physical | +3% |
Cold | +14% |
All | 0% |
Lightning | +6% |
Light | +21% |
Temporal | +6% |
Fire | +3% |
Nature | +6% |
Offense: Damage Penetration
Fire | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 53.723073231957 (96.438666929426%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 13 |
Physical Save | 49 |
Spell Save | 40 |
Mental Save | 43 |
Defense: Resistances
Physical | + 9%( 70%) |
Darkness | + 12%( 70%) |
Fire | + 12%( 70%) |
Cold | + 41%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 11%( 70%) |
Mind | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Confusion Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by rogue. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Cyrumiwe the giant green ant. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vampire lord fang. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed ice ant stinger. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of greater demon bile. * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Yarusahir the pair of rough leather boots (0 def, 1 armour) =rpenet= Yarusahir the pair of rough leather boots (0 def, 1 armour) =rpenet=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Changes stats: +1 Con Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% physical Silence immunity: +10% Only die when reaching: -20.00 life A pair of boots made of leather. |
Light source | Lightningwither LightningwitherCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +10 (+3 eff.) Changes stats: +2 Cun / +3 Str Changes damage: +6% lightning Light radius: +5 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 | Flowergrind (0 def, 3 armour) Flowergrind (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 10 nature Changes stats: +6 Wil Changes resistances: +8% blight / +3% cold Reduces incoming crit damage: 5.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% A cap made of leather. |
On hands | sand dwarven-steel gauntlets of archery (0 def, 8 armour) sand dwarven-steel gauntlets of archery (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +3 Cun / +4 Dex Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Noonquench (dig speed 15 turns) =current= Noonquench (dig speed 15 turns) =current=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +2 Str Changes damage: +21% light / +6% acid Critical mult.: +13.00% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate =roll 2= Wheel of Fate =roll 2=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Dex / +4 Mag / +7 Cun Changes resistances: +2% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Blindness immunity: +28% Spellpower: +6 (+3 eff.) Infravision radius: +4 See stealth: +8 See invisible: +7 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | Ce'Nada the gold ring Ce'Nada the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes resistances: +28% cold Changes damage: +14% cold Critical mult.: +10.00% Mental crit. chance: +6% Rings make your fingers look great! |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Phoenixsaw the stralite longsword (44-62 power, 5 apr) Phoenixsaw the stralite longsword (44-62 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 4). On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +10.0% Changes stats: +3 Wil Changes resistances penetration: +5% fire Changes damage: +3% fire Infravision radius: +2 See invisible: +12 Sharp, long, and deadly. |
Around waist | Ce'Nyna the Corruptionnight Ce'Nyna the CorruptionnightCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +8 Dex / +1 Mag / +6 Wil / +5 Cun Changes damage: +6% nature Reduces incoming crit damage: 5.00% Mental crit. chance: +8% Infravision radius: +1 A belt that goes around your waist. |
In off hand | reinforced stralite shield of shrapnel (0 def, 13 armour, 50-60 power, 191.5 block) reinforced stralite shield of shrapnel (0 def, 13 armour, 50-60 power, 191.5 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +191 When wielded/worn: Armour: +13 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Grinyzor' (1 def, 0 armour) linen cloak 'Grinyzor' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes resistances: +6% darkness / +5% arcane Stamina each turn: +3.00 Only die when reaching: -80.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel plate armour 'Zefast' (0 def, 11 armour) dwarven-steel plate armour 'Zefast' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +11 Fatigue: +22% Damage when hit (Melee): 8 temporal / 2 physical Changes stats: +3 Con Changes resistances: +7% mind Changes damage: +6% temporal Physical save: +6 (+2 eff.) Mental save: +16 (+5 eff.) Stamina each turn: +3.00 A suit of armour made of metal plates. |
Inventory
stabilizing copper amulet of strength (+3) =old, keep= stabilizing copper amulet of strength (+3) =old, keep=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
stabilizing steel amulet of willpower (+4) =keep= stabilizing steel amulet of willpower (+4) =keep=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
starlit stralite amulet of mastery (0.21 Technique / Superiority) starlit stralite amulet of mastery (0.21 Technique / Superiority)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +12% light / +12% darkness Talent mastery: +0.21 Technique / Superiority Blindness immunity: +28% Amulets make your neck look great! |
conjurer's gold ring of sensing =old, keep= conjurer's gold ring of sensing =old, keep=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Blindness immunity: +34% Spellpower: +7 (+4 eff.) Infravision radius: +4 See stealth: +6 See invisible: +8 Rings make your fingers look great! |
gold ring 'Shadestun' =craft, keep= gold ring 'Shadestun' =craft, keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +6% lightning / +12% acid Changes resistances penetration: +20% darkness Changes damage: +12% acid Stun/Freeze immunity: +28% Life regen: +4.00 Rings make your fingers look great! |
gold ring of misery =craft, keep= gold ring of misery =craft, keep=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): 12 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 20 Damage (Ranged): 14 physical Changes stats: +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 286% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
marksman's steel ring of the mountain (+11%) =old, keep= marksman's steel ring of the mountain (+11%) =old, keep=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
mule's steel ring of pilfering =keep= mule's steel ring of pilfering =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Fatigue: -6% Maximum encumbrance: +24 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 113% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's stralite ring of pilfering =craft= psionicist's stralite ring of pilfering =craft=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) Changes stats: +2 Wil Mental save: +4 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 113% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's gold ring of tenacity =keep= wizard's gold ring of tenacity =keep=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Disarm immunity: +23% Pinning immunity: +28% Knockback immunity: +35% Maximum life: +23.00 Rings make your fingers look great! |
Koredurain the stralite mace (38-53 power, 5 apr) Koredurain the stralite mace (38-53 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Damage (Melee): +14 light Damage against: +14% Undead When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +6% blight / +5% arcane Poison immunity: +20% Spellpower: +12 (+6 eff.) Blunt and deadly. |
Gorykalthokan the hardened leather belt Gorykalthokan the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +30 (+8 eff.) Defense: +15 (+7 eff.) Changes resistances: +10% fire / +9% cold Physical save: +15 (+5 eff.) Maximum mana: +60.00 Maximum stamina: +30.00 Spellpower: +30 (+15 eff.) A belt that goes around your waist. |
Heatkarma =rpenet= Heatkarma =rpenet=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +6 (+2 eff.) Armour: +4 Defense: +15 (+7 eff.) Changes stats: +3 Str Changes resistances penetration: +15% physical / +15% fire Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Mighty Girdle =carry= Mighty Girdle =carry=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife =braethe= rough leather belt of unlife =braethe=Powered 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. |
Isirawen (0 def, 4 armour) =rest= Isirawen (0 def, 4 armour) =rest=Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Fatigue: -9% Changes stats: +2 Str / +1 Dex / +1 Wil Reduces incoming crit damage: 15.00% Maximum encumbrance: +45 Physical save: +16 (+6 eff.) Spellpower: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rootoath the pair of iron boots (2 def, 3 armour) =old, keep= Rootoath the pair of iron boots (2 def, 3 armour) =old, keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Defense: +2 (+1 eff.) Fatigue: +2% Changes resistances: +3% nature Only die when reaching: -80.00 life Maximum stamina: +30.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) =keep= Gloves of the Firm Hand (0 def, 8 armour) =keep=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Brenuhell (0 def, 4 armour) =ap= Brenuhell (0 def, 4 armour) =ap=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +4 Fatigue: +4% Changes resistances: +8% acid / +2% physical / +8% fire / +7% cold / +5% lightning Changes damage: +9% physical Physical save: +6 (+2 eff.) Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shineumbra (10 def, 4 armour) =keep= Shineumbra (10 def, 4 armour) =keep=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +4 Defense: +10 (+5 eff.) Fatigue: +4% Changes stats: +5 Wil Changes resistances: +10% blight Changes resistances penetration: +10% darkness Changes damage: +18% light Mental save: +6 (+2 eff.) Only die when reaching: -60.00 life Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Urudig (0 def, 15 armour) =stam= Urudig (0 def, 15 armour) =stam=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+3 eff.) Armour: +15 Fatigue: +5% Changes damage: +3% physical Stamina each turn: +1.00 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour 'Venomreeve' (2 def, 4 armour) =old= iron mail armour 'Venomreeve' (2 def, 4 armour) =old=Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +2 Dex / +2 Wil / +2 Cun / +4 Con Changes damage: +3% nature Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of mail. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arerianne the iron pickaxe (dig speed 37 turns) =rest= Arerianne the iron pickaxe (dig speed 37 turns) =rest=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% blight / +12% darkness / +9% nature Spell save: +9 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Deepsqueen the iron pickaxe (dig speed 39 turns) =keep, old= Deepsqueen the iron pickaxe (dig speed 39 turns) =keep, old=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +20 (+6 eff.) Changes stats: +1 Str Changes resistances: +10% nature / +9% fire Changes resistances penetration: +5% darkness Changes damage: +6% nature / +9% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=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. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns) dwarven-steel pickaxe of wreckage (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +6 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 5.2 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +102 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) =hermit-daikara= Rod of Recall (2/2) =hermit-daikara=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 172 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. |
overpowered elm totem of healing [power 158] (20 cooldown) =heal= overpowered elm totem of healing [power 158] (20 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 158 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 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. |
Achievements
By Thorin the Dwarf Bulwark level 29
2nd Stralite 123rd year of Ascendancy at 14:35 see stats
By Thorin the Dwarf Bulwark level 29
1st Stralite 123rd year of Ascendancy at 00:24 see stats
By Thorin the Dwarf Bulwark level 16
32nd Profit 122nd year of Ascendancy at 20:41 see stats
By Thorin the Dwarf Bulwark level 21
6th Steel 123rd year of Ascendancy at 01:09 see stats
By Thorin the Dwarf Bulwark level 22
6th Steel 123rd year of Ascendancy at 11:12 see stats
By Thorin the Dwarf Bulwark level 10
3rd Acquisition 122nd year of Ascendancy at 19:31 see stats
By Thorin the Dwarf Bulwark level 20
21st Iron 123rd year of Ascendancy at 05:18 see stats
By Thorin the Dwarf Bulwark level 19
17th Shortage 122nd year of Ascendancy at 23:30 see stats
By Thorin the Dwarf Bulwark level 24
41st Steel 123rd year of Ascendancy at 09:01 see stats
By Thorin the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 05:30 see stats
By Thorin the Dwarf Bulwark level 8
31st Voratun 122nd year of Ascendancy at 12:08 see stats
By Thorin the Dwarf Bulwark level 24
31st Steel 123rd year of Ascendancy at 06:27 see stats
By Thorin the Dwarf Bulwark level 15
25th Profit 122nd year of Ascendancy at 16:54 see stats
By Thorin the Dwarf Bulwark level 24
41st Steel 123rd year of Ascendancy at 08:56 see stats
By Thorin the Dwarf Bulwark level 24
30th Steel 123rd year of Ascendancy at 14:30 see stats
By Thorin the Dwarf Bulwark level 27
29th Gold 123rd year of Ascendancy at 08:00 see stats
By Thorin the Dwarf Bulwark level 19
20th Iron 123rd year of Ascendancy at 02:30 see stats
By Thorin the Dwarf Bulwark level 27
30th Gold 123rd year of Ascendancy at 02:41 see stats
Log
Bethetira the elven blood mage receives 59 healing.
Thorin speeds up.
Thorin has recovered!
Thorin performs a melee critical strike against Elven blood mage!
Thorin hits Elven blood mage for 479 physical damage.
Thorin killed Elven blood mage!
Bleeding from Thorin hits Bethetira the elven blood mage for (29 absorbed), 0 physical (0 total damage).
Bethetira the elven blood mage casts Blood Spray.
Shards of metal explode from Thorin's shield!
Thorin hits Bethetira the elven blood mage for (29 absorbed), 0 physical (0 total damage).
Bethetira the elven blood mage hits Thorin for (147 blocked), 0 blight (0 total damage).
Talent Block is ready to use.
Bethetira the elven blood mage casts Sun Flare.
Thorin loses sight!
Shards of metal explode from Thorin's shield!
Your shield crumbles under the damage!
The shield around Thorin crumbles.
Thorin hits Something for (29 absorbed), 0 physical (0 total damage).
Thorin hits Something for 34 physical damage.
Something hits Thorin for (270 blocked), (79 absorbed), 82 light (83 total damage).
Something hits Thorin for 327 light damage.
Thorin is recovering from the damage!
Thorin shrugs off Something's 'Weakness Disease'!
Something hits Thorin for 229 light damage.
Something hits Thorin for 318 blight damage.
Something hits Thorin for 163 blight damage.
Thorin the level 29 dwarf bulwark was infected to death by an elven cultist on level 3 of Dark crypt.