











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 | Archmage (High Thaumaturgist) |
| Level / Exp | 32 / 57% |
| Size | huge |
| Lifes / Deaths | Killed by worm that walks at level 18 on the 13rd Dearth 122nd year of Ascendancy at 13:59 0 / 8Killed by Emura the storm drake hatchling at level 22 on the 3rd Loss 122nd year of Ascendancy at 21:10 Killed by steamgun turret at level 22 on the 19th Stralite 123rd year of Ascendancy at 13:55 Killed by Voribeth the dreadmaster at level 24 on the 16th Voratun 123rd year of Ascendancy at 03:47 Killed by Urkis, the High Tempest at level 24 on the 26th Voratun 123rd year of Ascendancy at 10:18 Killed by elven cultist at level 26 on the 27th Profit 123rd year of Ascendancy at 07:27 Killed by Poltergeist Bloomsoul at level 28 on the 6th Dearth 123rd year of Ascendancy at 18:49 Killed by armoured skeleton warrior at level 32 on the 22nd Iron 124th year of Ascendancy at 04:04 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 49 (base 35) |
| Magic | 69 (base 60) |
| Willpower | 48 (base 42) |
| Cunning | 21 (base 11) |
Resources
| Life | -170/876 |
| Mana | 41/551 |
| Healing Factor | 1.3132873839944 |
| Regeneration | 4.2681839979817 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +24.999999999998% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 4 |
| See Stealth | 31 |
| See Invisible | 40 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 19 |
| Crit Chance | 4% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Blight | +23% |
| Arcane | +23% |
| Cold | +21% |
| All | +5% |
| Lightning | +21% |
| Light | +17% |
| Fire | +11% |
| Mind | +15% |
Offense: Damage Penetration
| Temporal | +20% |
| Cold | +23% |
| Mind | +25% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 45 |
| Mental Save | 48 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 39%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 12%( 70%) |
| Darkness | + 26%( 70%) |
| Mind | + 13%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Silence Resistance | 46% |
| Confusion Resistance | 33% |
| Knockback Resistance | 100% |
| Stun Resistance | 62% |
| Instadeath Resistance | 100% |
| Blind Resistance | 99% |
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 321 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1270% for 10 turns (254 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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. |
Class Talents
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | 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 Magic by +5. | done |
You failed to protect the lost defiler from death by Dakkenly. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by 3-headed hydra. Escort: temporal explorer (level 2 of Dreadfell) | failed |
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 ice dragon that dwelled there. | done |
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 |
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: 237. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 to join the slavers and take part in their game. You won the ring of blood! You 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 | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Squalorpower the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage when hit (Melee): 8 nature / 2 temporal Changes resistances: +9% cold / +13% temporal Changes resistances penetration: +5% temporal / +15% all Blindness immunity: +39% Confusion immunity: +23% Pinning immunity: +10% Knockback immunity: +20% Light radius: +13 See stealth: +18 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +19% New effects duration reduction after a teleport: +22% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | eldritch elven-silk wizard hat of light (+18%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% light Changes damage: +12% light Mana each turn: +1.30 Mana when hit: +1.30 Maximum mana: +44.00 Spellpower: +7 (+3 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | steel quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +9 (+4 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +5 Con Changes damage: +5% all Blindness immunity: +24% Silence immunity: +26% Stun/Freeze immunity: +30% Mana each turn: +0.20 Only die when reaching: -20.00 life Spellpower: +9 (+3 eff.) Mindpower: +8 (+4 eff.) Infravision radius: +4 See stealth: +13 See invisible: +6 Rings make your fingers look great! |
| On fingers | copper onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 143% 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! |
| Around waist | Mighty GirdleCrafted 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. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 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. |
| In main hand | Poltergeist's Crystal Shard (16-19 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Defense: +4 (+1 eff.) Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+5 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+4 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 88.68 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | cashmere cloak 'Scorchwar' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 10 fire Changes resistances: +6% mind / +6% darkness / +12% nature Changes resistances penetration: +10% mind Silence immunity: +20% Equilibrium when hit: +0.08 Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Poryrama'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con / +3 Mag Changes resistances: +19% lightning / +14% light / +14% darkness Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Mental save: +9 (+3 eff.) Blindness immunity: +36% Stun/Freeze immunity: +32% Equilibrium when hit: +0.08 Maximum hate: +6.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% See invisible: +9 Amulets make your neck look great! |
Inventory
shielding rune of the wizard (absorb 310; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 310 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hailravage the dwarven-steel pickaxe (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +3% lightning / +6% cold / +12% nature Changes damage: +7% nature Physical save: +12 (+4 eff.) Disease immunity: +20% Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused 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. |
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. |
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. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Dakkenly the Dwarf Archmage level 31
24th Shortage 123rd year of Ascendancy at 23:30 see stats
Exterminator
Killed 1000 creatures.By Dakkenly the Dwarf Archmage level 18
13rd Dearth 122nd year of Ascendancy at 13:34 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dakkenly the Dwarf Archmage level 25
19th Profit 123rd year of Ascendancy at 15:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dakkenly the Dwarf Archmage level 25
21st Profit 123rd year of Ascendancy at 15:33 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Dakkenly the Dwarf Archmage level 30
29th Dearth 123rd year of Ascendancy at 15:30 see stats
Level 10
Got a character to level 10.By Dakkenly the Dwarf Archmage level 10
24th Profit 122nd year of Ascendancy at 20:27 see stats
Level 20
Got a character to level 20.By Dakkenly the Dwarf Archmage level 20
26th Dearth 122nd year of Ascendancy at 22:47 see stats
Level 30
Got a character to level 30.By Dakkenly the Dwarf Archmage level 30
26th Dearth 123rd year of Ascendancy at 05:38 see stats
Poisonous
Sided with the assassin lord.By Dakkenly the Dwarf Archmage level 22
11st Iron 123rd year of Ascendancy at 16:49 see stats
Size matters
Did over 600 damage in one attack.By Dakkenly the Dwarf Archmage level 27
5th Dearth 123rd year of Ascendancy at 10:30 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Dakkenly the Dwarf Archmage level 5
19th Voratun 122nd year of Ascendancy at 15:21 see stats
The secret city
Discovered the truth about mages.By Dakkenly the Dwarf Archmage level 12
14th Wealth 122nd year of Ascendancy at 01:13 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Dakkenly the Dwarf Archmage level 25
7th Profit 123rd year of Ascendancy at 10:08 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Dakkenly the Dwarf Archmage level 28
7th Dearth 123rd year of Ascendancy at 03:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dakkenly the Dwarf Archmage level 20
26th Dearth 122nd year of Ascendancy at 23:31 see stats
Unstoppable
Returned from the dead.By Dakkenly the Dwarf Archmage level 28
6th Dearth 123rd year of Ascendancy at 18:49 see stats
Log
Armoured skeleton warrior is on fire!
Dakkenly hits Armoured skeleton warrior for 55 fire damage.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior uses Shield Pummel.
Dakkenly is recovering from the damage!
Dakkenly resists the shield bash!
Armoured skeleton warrior hits Dakkenly for 136 physical, 20 acid, 155 physical, 20 acid (330 total damage).
Thunderstorm hits Armoured skeleton warrior for 36 lightning damage.
Melee retaliation hits Armoured skeleton warrior for 2 temporal, 9 fire, 6 nature, 10 cold, 2 temporal, 9 fire, 6 nature, 10 cold (51 total damage).
Burning from Dakkenly hits Armoured skeleton warrior for 18 fire damage.
Dakkenly's arcane area effect hits Armoured skeleton warrior for 29 arcane damage.
Dakkenly's arcane area effect hits Armoured skeleton warrior for (28 absorbed), 0 arcane (0 total damage).
Dakkenly casts Manathrust.
Dakkenly hits Armoured skeleton warrior for 153 arcane damage.
Talent Lightning is ready to use.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Dakkenly!
Dakkenly resists the shield bash!
Armoured skeleton warrior uses Overpower.
Dakkenly resists the knockback!
Armoured skeleton warrior hits Dakkenly for 186 physical, 165 physical (351 total damage).
Thunderstorm hits Armoured skeleton warrior for (34 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Armoured skeleton warrior for 52 lightning damage.
Burning from Dakkenly hits Armoured skeleton warrior for 18 fire damage.
Melee retaliation hits Armoured skeleton warrior for (1 absorbed), 0 temporal, (8 absorbed), 0 fire, (6 absorbed), 0 nature, (9 absorbed), 0 cold, (1 absorbed), 0 temporal, (8 absorbed), 0 fire, (6 absorbed), 0 nature, (9 absorbed), 0 cold (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 2 temporal, 9 fire, 6 nature, 10 cold, 2 temporal, 9 fire, 6 nature, 10 cold, 2 temporal, 9 fire, 6 nature, 10 cold (76 total damage).
Armoured skeleton warrior hits Dakkenly for 187 physical, 107 physical (294 total damage).
Dakkenly the level 32 dwarf archmage was tortured to death by an armoured skeleton warrior on level 1 of Ambush!.
The furious lightning storm around Dakkenly calms down and disappears.













































































