













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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 34 / 19% |
| Size | big |
| Lifes / Deaths | Killed by Xanuminne the orc grand master assassin at level 16 on the 11st Shortage 122nd year of Ascendancy at 19:20 0 / 7Killed by Neruldavea the entrenched horror at level 20 on the 17th Iron 123rd year of Ascendancy at 10:05 Killed by Kryl-Feijan at level 26 on the 34th Stralite 123rd year of Ascendancy at 11:37 Killed by Celia at level 27 on the 31st Profit 123rd year of Ascendancy at 02:06 Killed by snow giant boulder thrower at level 29 on the 12nd Loss 123rd year of Ascendancy at 01:51 Killed by orc blood mage at level 34 on the 7th Profit 124th year of Ascendancy at 04:05 Killed by Glorin the Giant Blue Ant's mucus ooze at level 34 on the 32nd Profit 124th year of Ascendancy at 20:59 |
Primary Stats
| Strength | 134 (base 49) |
| Dexterity | 41 (base 27) |
| Constitution | 74 (base 51) |
| Magic | 18 (base 10) |
| Willpower | 29 (base 17) |
| Cunning | 48 (base 17) |
Resources
| Life | -36/1486 |
| Stamina | 216/246 |
| Healing Factor | 1.7251680505321 |
| Regeneration | 23.36938943505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 72.224966696915 |
| See Invisible | 72.224966696915 |
Offense: Mainhand
| Damage | 172 |
| Accuracy | 41 |
| Crit Chance | 14% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Lightning | +25% |
| Light | +33% |
| Cold | +31% |
| Darkness | +13% |
| Arcane | +25% |
| Fire | +31% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Fire | +50% |
| Arcane | +25% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.317011280365 (72.903125182002%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 66 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 35%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 59%( 70%) |
| Lightning | + 20%( 70%) |
| Fire | + 38%( 70%) |
| Mind | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Strength stat. |
| 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 526% 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 Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by flame turret. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Layarin the ghast. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by ghoulking. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by wretchling. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Betuta the vampire. Escort: repented thief (level 6 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * You've found the needed pouch of faeros ash. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within5 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 | restorative pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Con Life regen: +3.00 Healing mod.: +13% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 25/25. Range: 9 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. |
| Quiver | barbed pouch of steel shots of amnesia (16/16, 26-32 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.5 - 31.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 16 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)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 (+3 eff.) Spell save: +12 (+3 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 | Glarebolt the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Armour: +2 Damage (Melee): 9 cold Changes stats: +3 Str / +8 Dex / +9 Cun Changes resistances: +9% light / +7% cold Changes damage: +6% cold Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +4% Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing yew totem of healing [power 266] (1/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 12 light Damage (Ranged): 12 light Changes stats: +5 Str / +2 Mag / +5 Con Changes damage: +12% light Rings make your fingers look great! |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | voratun mace 'Pyresun' (54-75 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 11 Damage (Melee): +20 blight / +13 darkness Damage against: +13% Living When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 11 Changes resistances: +9% fire Changes resistances penetration: +25% fire Changes damage: +6% fire Disease immunity: +27% Blunt and deadly. |
| Around waist | noble's hardened leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Damage against: +24% Summoned Reduced damage from: +18% Summoned Life regen: +1.40 Healing mod.: +10% A belt that goes around your waist. |
| In off hand | coruscating stralite shield of the stars (0 def, 8 armour, 52-63 power, 136 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +136 Damage (Melee): +14 fire / +18 light / +16 darkness When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 5 fire Changes stats: +4 Str / +2 Mag / +4 Cun Changes resistances: +11% fire / +13% light / +14% darkness Changes damage: +11% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Cuthathel (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +7% acid / +7% cold / +3% mind / +7% fire / +5% arcane / +6% lightning Stun/Freeze immunity: +20% Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying dwarven-steel mail armour of the deep (3 def, 10 armour)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: +10 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +6% acid / +10% cold Allows you to breathe in: water Maximum life: +48.00 A suit of armour made of mail. |
Inventory
Branoraneg the SmolderpietyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Defense: +20 (+10 eff.) Damage (Melee): 19 light Damage (Ranged): 28 light Damage when hit (Melee): 8 fire Changes stats: +6 Mag Changes resistances: +9% fire / +5% arcane / +12% darkness Changes damage: +15% light / +6% lightning Pinning immunity: +20% Rings make your fingers look great! |
Poryba the LightninglaceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +3% lightning / +9% nature Physical save: +3 (+1 eff.) Knockback immunity: +20% Teleport immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +29% Infravision radius: +3 See stealth: +9 See invisible: +7 Rings make your fingers look great! |
enhanced dwarven-steel battleaxe of shearing (34-51 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +12 Changes stats: +7 Str / +10 Dex / +7 Mag / +7 Wil / +9 Cun / +7 Con Changes resistances penetration: +12% all Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.stralite battleaxe 'Xerevea' (44-66 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn Damage (Melee): +16 nature When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 mind Changes resistances: +3% nature / +12% temporal Spell save: +12 (+3 eff.) Maximum hate: +4.00 Maximum psi: +20.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Muntir the Obsidianwasp Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to reduce damage dealt by 18% Damage (Ranged): +20 darkness Damage (radius 2) on crit: +35 lightning / +15 cold When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +12% acid / +12% darkness Changes resistances penetration: +26% lightning / +26% cold Changes damage: +15% acid Movement speed: +48% Longbows are used to shoot arrows at your foes. |
Snowdream (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +20 cold When wielded/worn: Changes resistances penetration: +15% fire Changes damage: +12% lightning / +21% fire / +9% cold Talent granted: +1 Attune Mindstar Life regen: +1.40 Maximum life: +28.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.earthen elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +3% Changes stats: +3 Mag / +1 Wil Changes damage: +25% lightning Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Maximum mana: +60.00 Spellpower: +17 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff of protection (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 21 fire Changes resistances: +10% blight Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +14 (+8 eff.) Spell crit. chance: +3% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
iron waraxe 'Kilnoozer' (12-16 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Changes resistances: +7% acid / +8% lightning / +7% cold / +10% fire / +3% all Spell save: +6 (+2 eff.) One-handed war axes. |
GlinthungerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +5 (+2 eff.) Changes stats: +9 Mag / +2 Wil / +1 Cun Changes resistances: +7% acid / +7% fire / +8% lightning / +7% cold Changes resistances penetration: +15% light Stamina each turn: +3.00 A belt that goes around your waist. |
SmoldermarrowPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 4 arcane Changes resistances: +9% fire Changes resistances penetration: +10% nature Changes damage: +12% fire Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 It can be used to create a temporary shield that absorbs 230 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
Urihad the RadianceblackCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Defense: +25 (+12 eff.) Changes stats: +3 Dex Changes damage: +12% physical Spell save: +10 (+3 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Chargeidol'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +20 (+10 eff.) Changes resistances: +3% blight / +9% cold / +6% light Changes resistances penetration: +15% lightning Changes damage: +9% lightning Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +20% Size category: +1 A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere robe 'Voidstone' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +4 Dex / +7 Con Changes resistances: +33% lightning / +11% all Changes resistances penetration: +25% physical Changes damage: +22% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tundraresolve the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +3% blight / +6% cold / +5% arcane / +3% darkness Changes damage: +3% cold Spell save: +6 (+2 eff.) Stamina each turn: +0.80 Maximum stamina: +18.00 Light radius: +3 See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Glareravage the voratun shield (0 def, 10 armour, 70-85 power, 194.5 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 light / +12 mind When wielded/worn: Physical crit. chance: +13.0% Physical power: +12 (+3 eff.) Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 272 physical damage over 5 turns (1/turn) Changes resistances: +30% fire Changes damage: +21% light Talent granted: +1 Block Handheld deflection devices. |
185 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cloudonslaught (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +25 (+6 eff.) Armour: +4 Damage when hit (Melee): 2 lightning Changes stats: +2 Str / +1 Dex Changes resistances: +12% nature / +2% physical Changes damage: +12% lightning / +9% physical / +7% nature Only die when reaching: -20.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 74.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 103.49 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 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. |
Poriralaith the steel torque of gale force [power 160] (1/13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour: +16 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 176 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 35. * Increase all damage by 12% for 2 turns. * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 22 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
This item will automatically be transmogrified when you leave the level.piercing elven-wood totem of stinging [power 290] (1/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 290 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By The Ass the Dwarf Bulwark level 33
36th Stralite 124th year of Ascendancy at 13:02 see stats
Against all odds
Killed Ukruk in the ambush.By The Ass the Dwarf Bulwark level 33
34th Stralite 124th year of Ascendancy at 16:20 see stats
Bringer of Doom
Killed a Bringer of Doom.By The Ass the Dwarf Bulwark level 18
11st Iron 123rd year of Ascendancy at 18:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By The Ass the Dwarf Bulwark level 10
22nd Wealth 122nd year of Ascendancy at 01:07 see stats
Exterminator
Killed 1000 creatures.By The Ass the Dwarf Bulwark level 18
11st Iron 123rd year of Ascendancy at 14:07 see stats
Fear me not!
Survived the Fearscape!By The Ass the Dwarf Bulwark level 25
33rd Stralite 123rd year of Ascendancy at 05:48 see stats
Level 10
Got a character to level 10.By The Ass the Dwarf Bulwark level 10
22nd Wealth 122nd year of Ascendancy at 01:05 see stats
Level 20
Got a character to level 20.By The Ass the Dwarf Bulwark level 20
15th Iron 123rd year of Ascendancy at 08:45 see stats
Level 30
Got a character to level 30.By The Ass the Dwarf Bulwark level 30
10th Iron 124th year of Ascendancy at 01:25 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By The Ass the Dwarf Bulwark level 25
31st Stralite 123rd year of Ascendancy at 08:09 see stats
Size matters
Did over 600 damage in one attack.By The Ass the Dwarf Bulwark level 25
14th Stralite 123rd year of Ascendancy at 09:02 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By The Ass the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 20:40 see stats
The Arena
Unlocked Arena mode.By The Ass the Dwarf Bulwark level 15
15th Loss 122nd year of Ascendancy at 11:32 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By The Ass the Dwarf Bulwark level 27
25th Profit 123rd year of Ascendancy at 22:09 see stats
The secret city
Discovered the truth about mages.By The Ass the Dwarf Bulwark level 17
9th Iron 123rd year of Ascendancy at 06:19 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By The Ass the Dwarf Bulwark level 27
25th Profit 123rd year of Ascendancy at 11:49 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By The Ass the Dwarf Bulwark level 27
1st Acquisition 123rd year of Ascendancy at 23:27 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Ass the Dwarf Bulwark level 21
1st Steel 123rd year of Ascendancy at 15:03 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By The Ass the Dwarf Bulwark level 32
33rd Stralite 124th year of Ascendancy at 20:21 see stats
You were not supposed to see that!
Read a Forbidden Tome.By The Ass the Dwarf Bulwark level 20
29th Iron 123rd year of Ascendancy at 18:49 see stats
Log
Glorin the Giant Blue Ant's mucus ooze uses Slime Spit.
Glorin the Giant Blue Ant's mucus ooze hits The Ass for 47 nature damage.
The Ass shrugs off Glorin the giant blue ant's 'Poison'!
The Ass uses Repulsion.
Glorin the giant blue ant is dazed!
The Ass talent 'Rush' is disrupted by the mind parasite.
The Ass talent 'Shield Pummel' is disrupted by the mind parasite.
The Ass talent 'Dig' is disrupted by the mind parasite.
The Ass talent 'Block' is disrupted by the mind parasite.
Glorin the giant blue ant shares damage with his oozes!
The Ass hits Bloated ooze for 9 fire, 8 cold, 7 lightning, 7 arcane (32 total damage).
The Ass hits Glorin the Giant Blue Ant's mucus ooze for 11 fire, 16 cold, 10 lightning, 10 arcane (47 total damage).
The Ass hits Bloated ooze for 9 fire, 8 cold, 7 lightning, 7 arcane (31 total damage).
The Ass hits Glorin the giant blue ant for 42 fire, 29 cold, 15 lightning, 22 arcane, 2 fire, 2 cold, 1 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 1 lightning, 2 arcane, 1 fire, 2 cold, 1 lightning, 2 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane, 2 fire, 3 cold, 2 lightning, 3 arcane (150 total damage).
The Ass hits Bloated ooze for 94 fire damage.
The Ass hits Bloated ooze for 9 fire, 8 cold, 7 lightning, 7 arcane (32 total damage).
The Ass killed Bloated ooze!
The Ass killed Bloated ooze!
Glorin the giant blue ant is free from the illness.
The Ass is free from the mind parasite.
Poison from Bloated ooze hits The Ass for 1 nature damage.
Glorin the giant blue ant uses Nature's Touch.
Glorin the Giant Blue Ant's mucus ooze uses Slime Spit.
Glorin the Giant Blue Ant's mucus ooze hits The Ass for 50 nature damage.
Glorin the giant blue ant receives 371 healing.
Glorin the Giant Blue Ant's mucus ooze uses Slime Spit.
Glorin the Giant Blue Ant's mucus ooze's mind surges with critical power!
Glorin the Giant Blue Ant's mucus ooze hits The Ass for 68 nature damage.
The Ass the level 34 dwarf bulwark was naturalised to death by a Glorin the Giant Blue Ant's mucus ooze on level 1 of Braniromidir.


















































































