
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 21 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Brotoq the Reaver at level 3 on the 19th Voratun 122nd year of Ascendancy at 23:40 0 / 6Killed by Roribru the halfling at level 4 on the 18th Profit 122nd year of Ascendancy at 05:10 Killed by Cyrovea the hornet swarm at level 5 on the 26th Profit 122nd year of Ascendancy at 03:42 Killed by StoneTsab at level 16 on the 26th Shortage 122nd year of Ascendancy at 11:02 Killed by worm that walks at level 18 on the 16th Steel 123rd year of Ascendancy at 23:52 Killed by Yvukira the master vampire at level 21 on the 2nd Voratun 123rd year of Ascendancy at 04:26 |
Primary Stats
| Strength | 57 (base 38) |
| Dexterity | 9 (base 10) |
| Constitution | 46 (base 32) |
| Magic | 18 (base 14) |
| Willpower | 63 (base 28) |
| Cunning | 26 (base 10) |
Resources
| Life | -2/706 |
| Equilibrium | 30 |
| Healing Factor | 1.5484025498349 |
| Regeneration | 2.4000239522441 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -90% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 6 |
| Lite | 3 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 19 |
| Crit Chance | 17% |
| APR | 2 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 19 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 29.5 |
| Crit Chance | 11% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 50.166666666667 |
| Crit Chance | 13% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 69.716407864999 (66.666666666667%) |
| Defense | 27.825 |
| Ranged Defense | 32.825 |
| Fatigue | 49 |
| Physical Save | 51.417082568807 |
| Spell Save | 49.517082568807 |
| Mental Save | 60.855580582868 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. Its effects scale with your Constitution stat. |
| 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 260 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 303 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Vines |
| talent | Meditation |
| talent | Shards |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The target's vision range is decreased by 4. Reduced Vision |
| beneficial effect | The target's skin reacts to damage, granting 25 armour. Stoneskin |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You failed to protect the lost sun paladin from death by degenerated skeleton warrior. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by stone troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. 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.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed hummerhorn wing. | active |
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 | wanderer's pair of iron boots of evasion (10 def, 3 armour) wanderer's pair of iron boots of evasion (10 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +2 Cun / +1 Con Physical save: +10 (+3 eff.) Mental save: +11 (+3 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 19% chance to completely evade them and granting you 7 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +5 Healing mod.: +10% 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 | Bethussra the hardened leather cap (0 def, 3 armour) Bethussra the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Spell save: +18 (+6 eff.) Mental save: +3 (+1 eff.) A cap made of leather. |
| On hands | Madolach the Flarequarry (0 def, 2 armour) Madolach the Flarequarry (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Changes stats: +1 Dex Changes damage: +6% fire Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +31% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | steel ring 'Balancezephyr,' steel ring 'Balancezephyr,'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +5 Str / +4 Con Changes resistances: +24% acid / +26% nature / +3% light Changes resistances penetration: +10% nature Changes damage: +16% nature / +12% acid Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +9 Cun / +11 Wil Changes resistances: +20% nature / +3% blight Changes damage: +10% nature / +6% arcane Mindpower: +12 (+4 eff.) 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, costing 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? |
| Around neck | Ce'Noldamira Ce'NoldamiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +6 Con / +1 Wil Physical save: +13 (+4 eff.) Life regen: +1.30 Maximum life: +54.00 Amulets can have magical properties. |
| In main hand | Balancestreak (10 def, 2 armour, 47-56.4 power, 140.5 block) Balancestreak (10 def, 2 armour, 47-56.4 power, 140.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 Burst (radius 2) on crit: +8 nature When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 21% chance to gain 10% of a turn Changes resistances: +3% acid / +17% temporal / +6% light Talent granted: +4 Block Handheld deflection devices. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24-33.6 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24-33.6 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.0 - 33.6 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | cashmere cloak 'Beledama' (2 def, 8 armour) cashmere cloak 'Beledama' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +19% cold Changes damage: +9% physical Maximum life: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour 'Urysadil' (5 def, 10 armour) voratun mail armour 'Urysadil' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+4 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +6 Mag / +11 Wil / +5 Cun Changes resistances: +14% lightning / +7% arcane Changes damage: +3% acid / +3% blight Spell save: +18 (+6 eff.) Mental save: +15 (+4 eff.) Mana when firing critical spell: +1.00 Spellpower: +21 (+10 eff.) Spell crit. chance: +5% Mindpower: +19 (+6 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
Inventory
regeneration infusion (heal 63 over 5 turns) regeneration infusion (heal 63 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 63 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 273 for 3 turns) shielding rune of the warrior (absorb 273 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 273 damage for 3 turns. Its effects scale with your Strength 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 ability. |
stralite amulet 'Xeryralaith' stralite amulet 'Xeryralaith'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes resistances: +5% arcane / +6% temporal Life regen: +3.30 Amulets can have magical properties. |
mule's steel ring of perseverance mule's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Stun/Freeze immunity: +20% Life regen: +1.50 Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.20 Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
hardened leather belt 'Adudathra' hardened leather belt 'Adudathra'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +7 Defense: +7 (+4 eff.) Changes stats: +2 Con Physical save: +12 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +10 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mindpower: +11 (+4 eff.) Mental crit. chance: +1% Size category: +1 A belt that goes around your waist. |
hardened leather cap 'Manasus' (0 def, 3 armour) hardened leather cap 'Manasus' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 blight Changes resistances: +9% lightning / +7% temporal Changes damage: +18% blight A cap made of leather. |
Delohor the dwarven-steel plate armour (7 def, 11 armour) Delohor the dwarven-steel plate armour (7 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +7 (+4 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +24% Damage (Melee): 14 acid / 8 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +17% acid / +15% fire Disarm immunity: +20% A suit of armour made of metal plates. |
voratun plate armour 'Ulfydofang' (9 def, 24 armour) voratun plate armour 'Ulfydofang' (9 def, 24 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 4 blight Changes resistances: +11% acid / +9% physical / +10% fire / +11% cold / +11% lightning Changes resistances penetration: +5% arcane Maximum mana: +40.00 Spell crit. chance: +3% A suit of armour made of metal plates. |
deflecting stralite shield of cold resistance (+22%) (14 def, 2 armour, 48-57.6 power, 138 block) deflecting stralite shield of cold resistance (+22%) (14 def, 2 armour, 48-57.6 power, 138 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +2 Defense: +14 (+7 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +22% cold Talent granted: +4 Block Deflect projectiles away: +8% Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
133 alchemist agate 133 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
Chalovon the Charvortex (dig speed 38 turns) Chalovon the Charvortex (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -4% Changes stats: +2 Str Changes resistances: +6% fire Physical save: +3 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
Planar Beacon Planar BeaconPowered 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 80.98 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 80.98 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By StoneTsab the Dwarf Stone Warden level 17
17th Iron 123rd year of Ascendancy at 10:43 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By StoneTsab the Dwarf Stone Warden level 20
28th Gold 123rd year of Ascendancy at 10:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By StoneTsab the Dwarf Stone Warden level 13
19th Dearth 122nd year of Ascendancy at 08:40 see stats
Exterminator
Killed 1000 creatures.By StoneTsab the Dwarf Stone Warden level 15
14th Shortage 122nd year of Ascendancy at 15:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By StoneTsab the Dwarf Stone Warden level 20
39th Steel 123rd year of Ascendancy at 06:53 see stats
Level 10
Got a character to level 10.By StoneTsab the Dwarf Stone Warden level 10
43rd Profit 122nd year of Ascendancy at 00:41 see stats
Level 20
Got a character to level 20.By StoneTsab the Dwarf Stone Warden level 20
39th Steel 123rd year of Ascendancy at 00:25 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By StoneTsab the Dwarf Stone Warden level 15
22nd Loss 122nd year of Ascendancy at 01:18 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By StoneTsab the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 04:56 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By StoneTsab the Dwarf Stone Warden level 20
2nd Gold 123rd year of Ascendancy at 10:39 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By StoneTsab the Dwarf Stone Warden level 16
1st Iron 123rd year of Ascendancy at 17:45 see stats
The secret city
Discovered the truth about mages.By StoneTsab the Dwarf Stone Warden level 12
7th Dearth 122nd year of Ascendancy at 06:46 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By StoneTsab the Dwarf Stone Warden level 16
30th Shortage 122nd year of Ascendancy at 09:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By StoneTsab the Dwarf Stone Warden level 16
28th Shortage 122nd year of Ascendancy at 05:57 see stats
Log
StoneTsab misses Yvukira the master vampire.
Yvukira the master vampire leeches life from StoneTsab!
StoneTsab hits Yvukira the master vampire for 9 physical, (9 total damage).
Yvukira the master vampire hits StoneTsab for 20 light damage.
Stone Vine from StoneTsab hits Yvukira the master vampire for 4 physical, 3 arcane (7 total damage).
Yvukira the master vampire uses Bear Trap.
StoneTsab resists the mind attack!
StoneTsab counter attacks Yvukira the master vampire with his shield shards!
StoneTsab misses Yvukira the master vampire.
Yvukira the master vampire leeches life from StoneTsab!
Yvukira the master vampire hits StoneTsab for 17 physical, 3 mind, , 20 light, 13 physical, 1 cold (54 total damage).
StoneTsab hits Yvukira the master vampire for 2 arcane, 2 nature, , 2 arcane (6 total damage).
Stone Vine from StoneTsab hits Yvukira the master vampire for 5 physical, 5 arcane (10 total damage).
StoneTsab hits Yvukira the master vampire for 19 physical, , 12 physical, (31 total damage).
Yvukira the master vampire hits StoneTsab for 20 light, 20 light (40 total damage).
Yvukira the master vampire uses Stun.
StoneTsab resists the mind attack!
StoneTsab counter attacks Yvukira the master vampire with his shield shards!
StoneTsab misses Yvukira the master vampire.
StoneTsab shrugs off the effect 'Stunned'!
Yvukira the master vampire leeches life from StoneTsab!
Yvukira the master vampire hits StoneTsab for 14 physical, 3 mind, , 20 light, 9 physical, 1 cold (47 total damage).
StoneTsab hits Yvukira the master vampire for 3 arcane, 1 nature, , 3 arcane (8 total damage).
Stone Vine from StoneTsab hits Yvukira the master vampire for 5 physical, 5 arcane (10 total damage).
Yvukira the master vampire uses Catapult Trap.
Yvukira the master vampire performs a melee critical strike against StoneTsab!
StoneTsab resists the mind attack!
Saving game...
