












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 | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 25 / 69% |
Size | medium |
Lifes / Deaths | Killed by Grgglck the Devouring Darkness at level 21 on the 16th Dearth 122nd year of Ascendancy at 01:55 / 2Killed by Urkis, the High Tempest at level 25 on the 8th Shortage 122nd year of Ascendancy at 09:53 |
Primary Stats
Strength | 57 (base 31) |
Dexterity | 11 (base 10) |
Constitution | 27 (base 11) |
Magic | 12 (base 10) |
Willpower | 87 (base 55) |
Cunning | 51 (base 30) |
Resources
Life | -101/1236 |
Equilibrium | 145 |
Healing Factor | 1.1386945338482 |
Regeneration | 22.096335187051 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 77 |
Accuracy | 41 |
Crit Chance | 29% |
APR | 11 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 25% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +27% |
Blight | +31% |
Physical | +32% |
Cold | +27% |
All | +5% |
Darkness | +22% |
Lightning | +28% |
Mind | +14% |
Fire | +27% |
Nature | +47% |
Offense: Damage Penetration
Acid | +26% |
Blight | +26% |
Physical | +26% |
Cold | +36% |
Darkness | +38% |
Temporal | +12% |
Lightning | +26% |
Fire | +26% |
Nature | +26% |
Defense: Base
Armour (hardiness) | 65.139431127222 (100%) |
Defense | 33 |
Ranged Defense | 38 |
Fatigue | 56 |
Physical Save | 31 |
Spell Save | 34 |
Mental Save | 46 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 2%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 17%( 70%) |
All | 0%( 70%) |
Physical | + 10%( 70%) |
Lightning | + 16%( 70%) |
Light | + 6%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 5%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Stun Resistance | 34% |
Disarm Resistance | 40% |
Poison Resistance | 20% |
Blind Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 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. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Porubeth the cold drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by Lazor. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 3 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 within3 lumberjacks have died. | 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +1 Wil Changes resistances: +10% temporal / +12% darkness / +6% nature Changes resistances penetration: +12% darkness / +12% temporal Reduces incoming crit damage: 5.00% Blindness immunity: +20% Disarm immunity: +20% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Wil Changes resistances: +9% acid / +3% fire / +5% arcane / +4% physical Changes damage: +9% mind Disease immunity: +20% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +8 Defense: +20 (+9 eff.) Fatigue: -4% Changes stats: +3 Str Changes resistances: +6% lightning / +3% temporal Changes damage: +9% blight Disarm immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +7 Str / +2 Mag / +2 Wil / +5 Cun Changes resistances: +3% mind Changes damage: +5% all Spellpower: +7 (+4 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% mind Pinning immunity: +20% Stun/Freeze immunity: +24% Teleport immunity: +20% Life regen: +4.00 Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Mag / +4 Cun Changes resistances: +15% mind Changes damage: +5% acid / +5% fire / +5% cold / +6% lightning Reduces incoming crit damage: 10.00% Psi when hit: +0.04 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 32 Damage (Melee): +8 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil One-handed war axes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Cun / +2 Con Damage against: +15% Summoned Reduced damage from: +20% Summoned Mental save: +6 (+2 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +1% physical / +9% cold Changes resistances penetration: +10% cold Spell save: +3 (+2 eff.) Only die when reaching: -20.00 life Maximum life: +32.00 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: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +14 Defense: +6 (+3 eff.) Fatigue: +22% Changes stats: +3 Dex / +2 Wil / +2 Cun / +6 Con Changes resistances: +6% light Mental save: +14 (+5 eff.) Maximum life: +40.00 Light radius: +2 A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +7 Cun Changes resistances penetration: +20% mind Mental save: +9 (+3 eff.) Mindpower: +20 (+7 eff.) Damage Shield penetration: +30% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +4 Cun Changes resistances: +18% light / +3% cold Changes resistances penetration: +5% light Changes damage: +12% fire Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.81 cold and 24.75 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 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% Damage (Melee): +7 light / +12 arcane Damage (radius 2) on crit: +16 cold Damage against: +9% Undead When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +5% arcane / +12% light Changes damage: +15% light One-handed war axes. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 2). On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +12% Damage (Melee): +12 mind When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +3% mind / +6% fire Changes resistances penetration: +5% mind One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +4 Cun Changes damage: +6% mind Physical save: +6 (+3 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% lightning / +7% temporal Changes resistances penetration: +15% darkness / +5% mind Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 4.5 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 709.70 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +4 Wil Changes resistances: +9% darkness / +3% cold Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mindpower: +19 (+6 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +18 (+8 eff.) Fatigue: +12% Physical save: +3 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +10% Life regen: +4.00 Psi when hit: +0.12 Maximum life: +24.00 Mindpower: +5 (+2 eff.) Healing mod.: +12% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Mental save: +13 (+5 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +3% lightning / +2% physical / +3% darkness Physical save: +12 (+6 eff.) Mental save: +28 (+10 eff.) Maximum stamina: +20.00 A suit of armour made of leather. |
![]() 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Lazor the Dwarf Wyrmic level 12
15th Profit 122nd year of Ascendancy at 04:39 see stats
By Lazor the Dwarf Wyrmic level 21
28th Dearth 122nd year of Ascendancy at 00:03 see stats
By Lazor the Dwarf Wyrmic level 20
14th Dearth 122nd year of Ascendancy at 13:20 see stats
By Lazor the Dwarf Wyrmic level 10
2nd Acquisition 122nd year of Ascendancy at 01:58 see stats
By Lazor the Dwarf Wyrmic level 20
13rd Dearth 122nd year of Ascendancy at 05:52 see stats
By Lazor the Dwarf Wyrmic level 25
2nd Shortage 122nd year of Ascendancy at 04:41 see stats
By Lazor the Dwarf Wyrmic level 14
45th Profit 122nd year of Ascendancy at 01:18 see stats
By Lazor the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 08:12 see stats
By Lazor the Dwarf Wyrmic level 11
8th Profit 122nd year of Ascendancy at 12:08 see stats
By Lazor the Dwarf Wyrmic level 14
33rd Profit 122nd year of Ascendancy at 18:44 see stats
By Lazor the Dwarf Wyrmic level 17
1st Dearth 122nd year of Ascendancy at 02:21 see stats
By Lazor the Dwarf Wyrmic level 21
16th Dearth 122nd year of Ascendancy at 01:55 see stats
Log
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits Lazor for 61 lightning damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Lazor is no longer out of phase.
Talent Infusion: Healing is ready to use.
Hurricane from Urkis, the High Tempest hits Lazor for 44 lightning damage.
Lazor uses Infusion: Healing.
Lazor gains 3% of a turn from Ancestral Life.
Lazor is back to normal.
Lazor receives 57 healing from Infusion: Healing.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Ice Claw is ready to use.
Hurricane from Urkis, the High Tempest hits Lazor for 69 lightning damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Lightning Breath is ready to use.
Hurricane from Urkis, the High Tempest hits Lazor for 83 lightning damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Block is ready to use.
Talent Prismatic Slash is ready to use.
Hurricane from Urkis, the High Tempest hits Lazor for 116 lightning damage.
Lazor the level 25 dwarf wyrmic was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 1 of Tempest Peak.