











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 17 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by grannor'vor at level 6 on the 19th Voratun 122nd year of Ascendancy at 23:41 0 / 7Killed by corrupted sandworm at level 14 on the 43rd Profit 122nd year of Ascendancy at 05:00 Killed by Arorin the sandworm at level 15 on the 44th Profit 122nd year of Ascendancy at 07:36 Killed by Tarion the thalore at level 16 on the 13rd Dearth 122nd year of Ascendancy at 07:58 Killed by Silara the temporal stalker at level 17 on the 30th Dearth 122nd year of Ascendancy at 09:04 Killed by Horned Horror at level 17 on the 30th Dearth 122nd year of Ascendancy at 11:39 Killed by Horned Horror at level 17 on the 30th Dearth 122nd year of Ascendancy at 11:55 |
Primary Stats
| Strength | 52 (base 44) |
| Dexterity | 9 (base 10) |
| Constitution | 25 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 45 (base 38) |
| Cunning | 16 (base 10) |
Resources
| Life | -23/753 |
| Stamina | 247/256 |
| Equilibrium | 32 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 15.426878724644 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 41 |
| Crit Chance | 15% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +38% |
| Light | +13% |
| Nature | +15% |
| Fire | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +5% |
| Nature | +5% |
| Physical | +15% |
| Acid | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.08934837382 (81.151787968034%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 27 |
| Physical Save | 39 |
| Spell Save | 23 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 32%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Poison Resistance | 10% |
| Stun Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Jetsage' (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% darkness / +15% physical Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Glatta'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +10% Maximum life: +60.00 Light radius: +3 See stealth: +6 See invisible: +6 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 | Ebonyvein the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 darkness / 4 fire Changes resistances: +3% fire / +19% light / +39% darkness Changes damage: +13% light / +38% darkness A pointy cloth hat, very wizardly... |
| Tool | Boltsweep [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +3% lightning Changes resistances penetration: +5% lightning It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.08 cold and 13.98 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | titan's steel ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
| Around waist | PussawCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% * 20% chance to reduce armor by 17% Changes resistances penetration: +5% nature / +5% acid Changes damage: +15% nature Physical save: +12 (+4 eff.) A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 10/20) : Effective talent level: 2.0 Power cost: 20 out of 10/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Xowe the dwarven-steel gauntlets (15 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Defense: +15 (+7 eff.) Fatigue: +3% Changes stats: +4 Str / +1 Con Changes resistances: +6% blight / +3% physical / +6% fire Critical mult.: +10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Saleba (6 def, 12 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+3 eff.) Fatigue: +22% Damage (Melee): 8 acid / 9 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +2 Mag / +1 Cun / +1 Con Changes resistances: +12% acid / +28% fire Reduces incoming crit damage: 15.00% Mental save: +12 (+6 eff.) A suit of armour made of metal plates. |
| Cloak | Emarin the Ashspawner (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +1 (+1 eff.) Changes resistances: +3% blight / +3% light / +9% nature Changes damage: +6% fire Critical mult.: +12.00% Stealth bonus: +6 Poison immunity: +10% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 54; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 54 then cleanse 1 wound, poison, and disease 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 nature talent. |
This item will automatically be transmogrified when you leave the level.steel dagger (11-14 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
Frigidspawn (24-39 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 cold When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% * 20% chance to reduce armor by 17% Changes stats: +5 Str Changes resistances penetration: +5% cold Changes damage: +15% cold / +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful vined mindstar (4-5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +6% mind / +6% darkness Changes damage: +7% mind / +10% darkness Talent granted: +1 Attune Mindstar Maximum hate: +4.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Durutir the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Physical save: +6 (+2 eff.) Blindness immunity: +10% Cut immunity: +10% Disarm immunity: +20% Only die when reaching: -40.00 life Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Hanalehek the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +6 (+3 eff.) Changes resistances: +3% mind / +3% lightning Changes resistances penetration: +10% physical Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 41.07 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. |
linen wizard hat 'Amugadig' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +16% lightning Changes damage: +11% lightning / +3% acid Critical mult.: +5.00% Mindpower: +15 (+8 eff.) A pointy cloth hat, very wizardly... |
radiant iron mail armour of the deep (2 def, 6 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +6% acid / +6% cold / +10% darkness / +11% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 50.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 50.49 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots (19/19, 21-25 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bolonar the Dwarf Wyrmic level 16
24th Wealth 122nd year of Ascendancy at 01:31 see stats
Level 10
Got a character to level 10.By Bolonar the Dwarf Wyrmic level 10
8th Profit 122nd year of Ascendancy at 05:25 see stats
Size matters
Did over 600 damage in one attack.By Bolonar the Dwarf Wyrmic level 15
43rd Profit 122nd year of Ascendancy at 23:03 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bolonar the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 18:38 see stats
The Arena
Unlocked Arena mode.By Bolonar the Dwarf Wyrmic level 8
2nd Acquisition 122nd year of Ascendancy at 15:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bolonar the Dwarf Wyrmic level 17
30th Dearth 122nd year of Ascendancy at 07:03 see stats
Unstoppable
Returned from the dead.By Bolonar the Dwarf Wyrmic level 17
30th Dearth 122nd year of Ascendancy at 11:40 see stats
Log
Melee retaliation hits Silara the temporal stalker for 3 darkness, 7 acid (9 total damage).
Horned Horror speeds up.
Melee retaliation killed Silara the temporal stalker!
Bolonar uses Nature's Touch.
Bolonar receives 181 healing.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 darkness, (6 flat reduction), 0 acid, (10 flat reduction), 0 fire (0 total damage).
Horned Horror hits Bolonar for 29 physical, 10 lightning (39 total damage).
Horned Horror is not stunned anymore.
Horned Horror is fully armored again.
Bolonar uses Resilience of the Dwarves.
Bolonar's skin turns to stone.
Horned Horror rushes out!
Bolonar instinctively hardens his skin and ignores the attack!
Bolonar repels an attack from Horned Horror.
Horned Horror lashes out with a spinning backhand.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 darkness, (6 flat reduction), 0 acid, (10 flat reduction), 0 fire (0 total damage).
Horned Horror hits Bolonar for 164 physical, 20 lightning (184 total damage).
Bolonar uses Corrosive Mist.
Horned Horror shrugs off the effect 'Corrode'!
Bolonar's corrosive acid area effect hits Horned Horror for (12 flat reduction), 0 acid (0 total damage).
Talent Icy Skin is ready to use.
Talent Swallow is ready to use.
Horned Horror throws two quick punches.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 darkness, (6 flat reduction), 0 acid, (10 flat reduction), 0 fire, (2 flat reduction), 0 darkness, (6 flat reduction), 0 acid, (10 flat reduction), 0 fire (0 total damage).
Horned Horror hits Bolonar for 60 physical damage.
Bolonar the level 17 dwarf wyrmic was raked to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.






















































































