












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 Exploration |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 23 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 16th Wealth 122nd year of Ascendancy at 03:24 / 24Killed by Stout at level 12 on the 5th Dearth 122nd year of Ascendancy at 08:39 Killed by Elarivena the black jelly at level 14 on the 8th Dearth 122nd year of Ascendancy at 05:30 Killed by worm that walks at level 16 on the 20th Dearth 122nd year of Ascendancy at 20:20 Killed by worm that walks at level 16 on the 20th Dearth 122nd year of Ascendancy at 21:46 Killed by worm that walks at level 16 on the 20th Dearth 122nd year of Ascendancy at 22:56 Killed by worm that walks at level 16 on the 21st Dearth 122nd year of Ascendancy at 00:22 Killed by worm that walks at level 16 on the 21st Dearth 122nd year of Ascendancy at 04:23 Killed by thief at level 16 on the 22nd Dearth 122nd year of Ascendancy at 16:32 Killed by snow giant boulder thrower at level 20 on the 21st Loss 122nd year of Ascendancy at 12:38 Killed by gwelgoroth at level 21 on the 31st Stralite 123rd year of Ascendancy at 13:40 Killed by elven cultist at level 21 on the 32nd Stralite 123rd year of Ascendancy at 01:29 Killed by Grand Corruptor at level 21 on the 32nd Stralite 123rd year of Ascendancy at 07:00 Killed by Grand Corruptor at level 21 on the 32nd Stralite 123rd year of Ascendancy at 08:42 Killed by Grand Corruptor at level 21 on the 32nd Stralite 123rd year of Ascendancy at 09:58 Killed by Grand Corruptor at level 21 on the 32nd Stralite 123rd year of Ascendancy at 11:03 Killed by Grand Corruptor at level 21 on the 32nd Stralite 123rd year of Ascendancy at 12:14 Killed by Grand Corruptor at level 21 on the 32nd Stralite 123rd year of Ascendancy at 13:47 Killed by orc necromancer at level 23 on the 3rd Voratun 123rd year of Ascendancy at 20:06 Killed by armoured skeleton warrior at level 23 on the 3rd Voratun 123rd year of Ascendancy at 21:19 Killed by Ivuriath the brown bear at level 23 on the 11st Profit 123rd year of Ascendancy at 19:47 Killed by Polomiba the black bear at level 23 on the 12nd Profit 123rd year of Ascendancy at 17:28 Killed by Voryra the grizzly bear at level 23 on the 12nd Profit 123rd year of Ascendancy at 23:30 Killed by Stout at level 23 on the 13rd Profit 123rd year of Ascendancy at 00:22 |
Primary Stats
| Strength | 45 (base 37) |
| Dexterity | 14 (base 10) |
| Constitution | 48 (base 37) |
| Magic | 48 (base 37) |
| Willpower | 15 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 802/802 |
| Positive | 116/116 |
| Stamina | 178/178 |
| Healing Factor | 1.2678383355187 |
| Regeneration | 9.8257471002699 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 4 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 29 |
| Crit Chance | 8% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +4% |
| Light | +24% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 55 (93.568973732692%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 40 |
| Physical Save | 36 |
| Spell Save | 34 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 18%( 70%) |
| Cold | + 55%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 14%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Confusion Resistance | 45% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 544% 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 Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the injured seer from death by bloated horror. Escort: injured seer (level 2 of Daikara) | 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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by netherworm mass. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning 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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed xorn fragment. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice wyrm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 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 | insulating pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | polar iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hanarildir the FlashgloryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 29% Changes stats: +8 Cun / +6 Dex Changes resistances: +3% acid / +6% light Changes resistances penetration: +25% lightning Changes damage: +24% light Rings make your fingers look great! |
| On fingers | wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
| Around neck | clarifying steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% mind Blindness immunity: +14% Confusion immunity: +25% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
| In main hand | truestriking dwarven-steel mace (26-37 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Blunt and deadly. |
| Around waist | blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Stealth bonus: +6 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 27-38 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 27.0 - 37.8 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant iron plate armour of the deep (0 def, 9 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +11% blight / +6% cold / +10% darkness / +5% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.Unlightwasp the voratun dagger (38-49 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 11% Changes resistances: +9% fire Changes resistances penetration: +25% nature Changes damage: +15% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.yew longbow of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 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 Damage (Ranged): +8 lightning When wielded/worn: Changes damage: +12% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Betowyn the Starbreeze (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 38% * 20% chance to reduce armor by 29% Damage when hit (Melee): 4 light Changes stats: +5 Con Changes resistances: +9% lightning Changes resistances penetration: +15% acid Changes damage: +30% lightning Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +22 (+9 eff.) Spell crit. chance: +5% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash vilestaff of channeling (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Mana each turn: +0.11 Spellpower: +16 (+7 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of warding (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: Armour: +5 Defense: +6 (+3 eff.) Maximum wards: +2 blight Changes damage: +20% blight Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Shockstrider (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -7% Changes stats: +7 Cun / +5 Mag Changes damage: +9% lightning / +9% darkness Maximum encumbrance: +42 Physical save: +10 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Poreldamira the voratun helm (15 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+8 eff.) Fatigue: +5% Changes resistances: +15% acid / +2% physical / +6% cold Reduces incoming crit damage: 15.00% Physical save: +18 (+7 eff.) Teleport immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Phlegmreeve' (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Changes resistances: +23% lightning / +3% temporal / +5% arcane Changes damage: +6% nature Mental save: +18 (+9 eff.) Confusion immunity: +20% Knockback immunity: +20% A suit of armour made of leather. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
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. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Stout the Dwarf Sun Paladin level 19
20th Loss 122nd year of Ascendancy at 21:09 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Stout the Dwarf Sun Paladin level 17
34th Dearth 122nd year of Ascendancy at 02:11 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Stout the Dwarf Sun Paladin level 18
20th Loss 122nd year of Ascendancy at 04:34 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Stout the Dwarf Sun Paladin level 18
19th Loss 122nd year of Ascendancy at 09:57 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Stout the Dwarf Sun Paladin level 10
4th Wealth 122nd year of Ascendancy at 21:32 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Stout the Dwarf Sun Paladin level 20
21st Loss 122nd year of Ascendancy at 10:15 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Stout the Dwarf Sun Paladin level 5
19th Voratun 122nd year of Ascendancy at 03:43 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Stout the Dwarf Sun Paladin level 12
18th Wealth 122nd year of Ascendancy at 23:52 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Stout the Dwarf Sun Paladin level 15
17th Dearth 122nd year of Ascendancy at 22:21 see stats
Utterly Destroyed (Exploration mode)
Died on the Eidolon Plane.By Stout the Dwarf Sun Paladin level 23
13rd Profit 123rd year of Ascendancy at 00:22 see stats
Log
Explosive Saw from Glorireba the black bear hits Stout for 20 physical damage.
Voryra the grizzly bear hits Stout for 60 physical damage.
Melee retaliation hits Voryra the grizzly bear for 7 light damage.
Stout the level 23 dwarf sun paladin was splattered to death by Voryra the grizzly bear on level 2 of Bearscape.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Voryra the grizzly bear killed Stout!
Saving game...
Saving done.
Resting starts...
Talent Suncloak is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Shield Pummel is ready to use.
Talent Providence is ready to use.
Talent Wave of Power is ready to use.
Talent Barrier is ready to use.
Talent Rune: Shielding is ready to use.
Talent Path of the Sun is ready to use.
Talent Healing Light is ready to use.
Talent Infusion: Healing is ready to use.
Talent Weapon of Light is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Chant of Fortress is ready to use.
Talent Infusion: Wild is ready to use.
Today is the 13rd Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Resilience of the Dwarves is ready to use.
Talent Second Life is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Utterly Destroyed (Exploration mode)!






































































