












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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Bulwark |
Level / Exp | 28 / 31% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 15 on the 23rd Dearth 122nd year of Ascendancy at 14:23 2 / 4Killed by elven mage at level 26 on the 18th Stralite 123rd year of Ascendancy at 08:09 Killed by luminous horror at level 27 on the 37th Stralite 123rd year of Ascendancy at 15:11 Killed by barrow wight at level 28 on the 20th Profit 123rd year of Ascendancy at 19:03 |
Primary Stats
Strength | 74 (base 43) |
Dexterity | 58 (base 44) |
Constitution | 60 (base 36) |
Magic | 13 (base 10) |
Willpower | 37 (base 10) |
Cunning | 25 (base 10) |
Resources
Life | 9/1234 |
Stamina | 217/218 |
Healing Factor | 1.3300507772246 |
Regeneration | 0.33251269430616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
Offense: Mainhand
Damage | 99 |
Accuracy | 59 |
Crit Chance | 6% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Lightning | +9% |
Darkness | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +14% |
Temporal | +13% |
Physical | +5% |
Acid | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 121.59090607372 (96.438666929426%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 25 |
Physical Save | 62 |
Spell Save | 46 |
Mental Save | 51 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 35%( 70%) |
Physical | + 10%( 70%) |
Cold | + 49%( 70%) |
All | 0%( 70%) |
Darkness | + 62%( 70%) |
Light | + 9%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 28%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 73% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 23% |
Disarm Resistance | 20% |
Poison Resistance | 10% |
Knockback Resistance | 53% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 248.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shield Wall |
beneficial effect | The target is in a zone of necrotic air, granting -40% healing mod. Undead creatures also get +15% to all resistances. Necrotic Air |
detrimental effect | The target is hexed. Each time it uses an ability it takes 43.46 fire damage, and talent cooldowns are increased by 43% plus 1 turn. Burning Hex |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's skin reacts to damage, granting 26 armour. Stoneskin |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by decaying devourer. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by ghoul. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Nerulrama the copperhead snake. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 30. | 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. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. * '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.' Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | 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 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 within10 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 | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +4 Con dps ---------- Res.pen +13% temporal +14% darkness +5% physical Apr +2 ----- def ----- Armour +12 Resists +10% acid +17% temporal +12% darkness +9% fire +8% cold +6% lightning Die.at -20.00 life Def/telep +22 Res/telep +13% Dur/telep +19% ---------- misc Infravis +3 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +20% acid Melee Ret 4 lightning ----- def ----- Defense +11 (+4 eff.) Resists +12% lightning Phys.save +13 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc Max.mana +40.00 Max.vim +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Mag +5 Wil dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +9% blight Mind.save +10 (+3 eff.) ---------- misc Equi/ret +0.12 Max.hate +8.00 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +15 (+5 eff.) Resists +6% blight +3% physical +3% cold Mind.save +8 (+2 eff.) Die.at -40.00 life Max.HP +57.00 Poison- +10% Disarm- +20% 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. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +6% physical Res.pen +5% nature Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +4 Defense +15 (+5 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Silence- +23% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Mind.save +6 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living Blunt and deadly. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: Stats +6 Str +4 Cun +3 Con ----- def ----- Armour +4 Fatigue +8% Resists +19% fire ---------- misc Hate/m.crit +1.00 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness +9% nature +9% light Phys.save +8 (+2 eff.) Max.HP +61.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 30 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (113). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +15% fire +13% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +20% mind Melee Ret 8 physical ----- def ----- Resists +15% mind Confus- +27% ---------- misc Equi/ret +0.16 Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 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? |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Resists +30% lightning Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +17 mind On Hit: * 19% chance to reduce all saves and defense by 23 While equipped: Stats +9 Wil +2 Cun +7 Con ----- def ----- Crit.chn- 10.00% Phys.save +12 (+3 eff.) Max.HP +39.00 HP.reg +4.00 Sharp, short and deadly. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Wil +2 Cun +3 Con +10 Lck dps ---------- Phys.crit +7.0% Spell.crit +4% Mind.crit +5% Apr +2 ----- def ----- Armour +4 Fatigue +4% Die.at -60.00 life ---------- misc Stam/ret +1.50 Equi/ret +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 4 mind 4 lightning ----- def ----- Armour +8 Defense +33 (+11 eff.) Fatigue +12% Resists +6% arcane +9% darkness Spell.save +16 (+5 eff.) Mind.save +3 (+1 eff.) Stun/Frz- +10% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +25 (+16 eff.) S.pwr/crit +10 Melee+ 13 acid 15 fire Res.pen +25% blight Melee Ret 11 acid 13 fire 4 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +22% acid +18% fire ---------- misc Mana/s.crit +2.00 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +9% acid +7% cold Mind.save +11 (+3 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Melee+ 18 cold Melee Ret 7 ice ----- def ----- Armour +6 Fatigue +8% Resists +20% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% cold +9% fire Res.pen +10% light +15% fire ----- def ----- Resists +15% fire Mind.save +8 (+2 eff.) ---------- misc Light +6 See.Stealth +10 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 63% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 260 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Subul the Dwarf Bulwark level 13
7th Wealth 122nd year of Ascendancy at 15:50 see stats
By Subul the Dwarf Bulwark level 24
21st Iron 123rd year of Ascendancy at 01:57 see stats
By Subul the Dwarf Bulwark level 19
14th Loss 122nd year of Ascendancy at 16:49 see stats
By Subul the Dwarf Bulwark level 24
22nd Iron 123rd year of Ascendancy at 08:56 see stats
By Subul the Dwarf Bulwark level 25
3rd Stralite 123rd year of Ascendancy at 22:28 see stats
By Subul the Dwarf Bulwark level 10
14th Profit 122nd year of Ascendancy at 18:13 see stats
By Subul the Dwarf Bulwark level 20
16th Loss 122nd year of Ascendancy at 14:20 see stats
By Subul the Dwarf Bulwark level 20
13rd Shortage 122nd year of Ascendancy at 12:27 see stats
By Subul the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 03:35 see stats
By Subul the Dwarf Bulwark level 26
18th Stralite 123rd year of Ascendancy at 07:56 see stats
By Subul the Dwarf Bulwark level 11
16th Profit 122nd year of Ascendancy at 07:17 see stats
By Subul the Dwarf Bulwark level 21
3rd Iron 123rd year of Ascendancy at 03:48 see stats
By Subul the Dwarf Bulwark level 15
17th Dearth 122nd year of Ascendancy at 06:46 see stats
By Subul the Dwarf Bulwark level 21
2nd Iron 123rd year of Ascendancy at 07:41 see stats
By Subul the Dwarf Bulwark level 20
18th Loss 122nd year of Ascendancy at 01:17 see stats
Log
Melee retaliation hits Dread for 3 lightning damage.
Melee retaliation hits Dread for 3 lightning damage.
Forest wight misses Subul.
Dread misses Subul.
Dread misses Subul.
Something misses Subul.
Subul instinctively hardens his skin and ignores the attack!
Subul repels an attack from Dread.
Something hits Subul for 20 physical damage.
Melee retaliation hits Dread for 3 lightning damage.
Melee retaliation hits Dread for 3 lightning damage.
Dread hits Subul for 17 physical damage.
Dread hits Subul for 25 physical damage.
Forest wight casts Lightning.
Forest wight hits Subul for 79 lightning damage.
Subul misses Dread.
Dread misses Subul.
Subul instinctively hardens his skin and ignores the attack!
Subul repels an attack from Something.
Something misses Subul.
Melee retaliation hits Dread for 2 lightning damage.
Something hits Subul for 20 physical damage.
Dread hits Subul for 22 physical damage.
Something hits Subul for 25 physical damage.
Something hits Subul for 26 physical damage.
Subul instinctively hardens his skin and ignores the attack!
Subul repels an attack from Forest wight.