











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 Roguelike |
Sex | Male |
Race | Thalore |
Class | Bulwark |
Level / Exp | 17 / 85% |
Size | medium |
Lifes / Deaths | Killed by Geramina the orc warrior at level 17 on the 18th Regrowth 123rd year of Ascendancy at 16:50 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 55 (base 40) |
Dexterity | 40 (base 35) |
Constitution | 38 (base 15) |
Magic | 8 (base 10) |
Willpower | 34 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -23/753 |
Stamina | 128/208 |
Healing Factor | 1.7402122670884 |
Regeneration | 43.263933703868 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 67 |
Accuracy | 54 |
Crit Chance | 6% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Fire | +3% |
All | 0% |
Physical | +24% |
Cold | +4% |
Nature | +8% |
Offense: Damage Penetration
Lightning | +16% |
All | +6% |
Physical | +23% |
Darkness | +16% |
Nature | +11% |
Defense: Base
Armour (hardiness) | 35.292304923968 (87.807182003187%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 30 |
Physical Save | 39 |
Spell Save | 27 |
Mental Save | 23 |
Defense: Resistances
Cold | + 47%( 70%) |
Lightning | + 9%( 70%) |
Nature | + 16%( 70%) |
Temporal | + 9%( 70%) |
Blight | + 10%( 70%) |
Acid | + 4%( 70%) |
Fire | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 12% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by red crystal. Escort: worried loremaster (level 3 of Old Forest) | failed |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed black mamba head. * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +2 Con Changes resistances: +6% fire / +6% cold It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +3 Healing mod.: +11% 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 | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +1 Damage (Melee): 5 cold Changes resistances: +6% blight / +6% cold Changes damage: +4% cold Spell save: +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +20 (+5 eff.) Damage when hit (Melee): 6 acid Changes stats: +2 Dex Changes resistances penetration: +10% physical Life regen: +12.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% nature Changes resistances penetration: +10% lightning / +5% nature Changes damage: +3% fire Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +7 Physical power: +5 (+1 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +15% cold Changes resistances penetration: +7% physical / +10% darkness / +6% all Changes damage: +6% physical Disarm immunity: +12% One-handed war axes. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 1) on hit: +11 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 2 fire Talent granted: +1 Block Maximum life: +40.00 Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +18% cold Life regen: +3.80 Stamina each turn: +0.50 A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +7 (+4 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
![]() Isawyn the Ichorsin (19-25 power, 12 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Damage when hit (Melee): 10 nature Changes stats: +1 Wil Changes resistances penetration: +6% all Changes damage: +9% mind Sharp, short and deadly. |
![]() dwarven-steel dagger (17-22 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
![]() steel greatmaul (24-36 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Changes stats: +8 Wil Changes damage: +9% light / +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Mental crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Anesin Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Changes damage: +9% acid Physical save: +12 (+4 eff.) Mental save: +9 (+5 eff.) Teleport immunity: +20% Maximum life: +40.00 It can be used to create a temporary shield that absorbs 275 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() Elydawe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Str Changes resistances: +24% nature / +11% all Changes damage: +16% nature Reduces incoming crit damage: 15.00% Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Mental save: +18 (+9 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+8 eff.) Fatigue: +3% Changes resistances: +12% lightning / +9% fire / +3% nature Confusion immunity: +10% Knockback immunity: +10% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of hardened leather boots 'Greensever' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +4 Str / +1 Mag / +5 Wil Changes resistances: +6% nature Changes resistances penetration: +15% nature Maximum encumbrance: +22 Physical save: +8 (+3 eff.) A pair of boots made of leather. |
![]() dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex 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. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 9% Changes resistances: +9% fire / +12% light / +8% cold Changes resistances penetration: +5% light Changes damage: +9% acid / +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Earazilarion the Frigidnaught (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +6 Wil / +1 Cun / +5 Con Changes resistances penetration: +10% cold Physical save: +10 (+3 eff.) Mental save: +8 (+4 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
![]() Blindrigor (0 def, 6 armour, 28-34 power, 79 block) Requires: - Shield usage training - Strength 24 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +9% temporal / +13% arcane / +3% light Changes damage: +9% fire Talent granted: +1 Block Handheld deflection devices. |
![]() acidic quiver of yew arrows of accuracy (22/22, 33-46 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +20 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% lightning / +6% nature / +6% light / +5% arcane Changes resistances penetration: +10% fire Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() pouch of dwarven-steel shots (18/18, 30-35 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
![]() dwarven-steel torque of mindblast 'Gomina' [power 225] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +4 Cun / +5 Dex Mental save: +18 (+9 eff.) Maximum hate: +2.00 It can be used to blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() evasive yew wand of conjuration [power 200] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 206 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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
By Greg Shield the Thalore Bulwark level 14
59th Haze 122nd year of Ascendancy at 20:44 see stats
By Greg Shield the Thalore Bulwark level 16
8th Decay 122nd year of Ascendancy at 09:35 see stats
By Greg Shield the Thalore Bulwark level 12
15th Haze 122nd year of Ascendancy at 07:49 see stats
By Greg Shield the Thalore Bulwark level 10
8th Mirth 122nd year of Ascendancy at 10:40 see stats
By Greg Shield the Thalore Bulwark level 8
4th Mirth 122nd year of Ascendancy at 00:14 see stats
By Greg Shield the Thalore Bulwark level 10
10th Mirth 122nd year of Ascendancy at 13:31 see stats
Log
Talent Repulsion is ready to use.
Talent Shield Slam is ready to use.
Shadow's morale has been lowered.
Shadow's morale has been lowered.
Bleeding from Geramina the orc warrior hits Greg Shield for 12 physical damage.
Greg Shield hits Shadow for 89 physical, 4 fire, 4 cold (97 total damage).
Velalewen the orc warrior feels pain again.
Velalewen the orc warrior receives 22 healing.
Melee retaliation hits Shadow for 5 acid, 2 fire (7 total damage).
Melee retaliation hits Shadow for 5 acid, 2 fire (7 total damage).
Shadow hits Greg Shield for 6 physical damage.
Shadow hits Greg Shield for 6 physical damage.
Velalewen the orc warrior hits Greg Shield for 49 physical, 3 cold (53 total damage).
Melee retaliation hits Velalewen the orc warrior for (3 turned into osmosis), 3 acid, (2 turned into osmosis), 2 fire (4 total damage).
Umbral horror's creeping dark strikes Velalewen the orc warrior in the darkness (+33% damage).
Umbral horror's creeping dark strikes Greg Shield in the darkness (+33% damage).
Umbral horror's creeping dark hits Greg Shield for 25 darkness damage.
Umbral horror's creeping dark hits Greg Shield for 37 darkness damage.
Umbral horror's creeping dark hits Velalewen the orc warrior for (18 turned into osmosis), 23 darkness (23 total damage).
Umbral horror's creeping dark hits Velalewen the orc warrior for (18 turned into osmosis), 34 darkness (34 total damage).
Geramina the orc warrior casts Epidemic.
Greg Shield resists Geramina the orc warrior's 'Epidemic'!
Geramina the orc warrior performs a melee critical strike against Greg Shield!
Geramina the orc warrior roars triumphantly.
Melee retaliation hits Geramina the orc warrior for 5 acid, 2 fire, 5 acid, 2 fire (13 total damage).
Geramina the orc warrior hits Greg Shield for 21 physical, 5 blight, 27 physical (53 total damage).
Geramina the orc warrior hits Shadow for 16 cold damage.
Geramina the orc warrior hits Shadow for 16 cold damage.
Greg Shield the level 17 thalore bulwark was punctured to death by Geramina the orc warrior on level 1 of Ruined Dungeon.