











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 | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 21 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Adymille the sick giant venus flytrap at level 14 on the 31st Dearth 122nd year of Ascendancy at 01:07 0 / 7Killed by Layira the degenerated skeleton archer at level 19 on the 4th Shortage 122nd year of Ascendancy at 18:21 Killed by Velamima the rogue at level 20 on the 22nd Shortage 122nd year of Ascendancy at 18:40 Killed by corrupted large brown snake at level 20 on the 23rd Shortage 122nd year of Ascendancy at 08:54 Killed by corrupted large brown snake at level 20 on the 23rd Shortage 122nd year of Ascendancy at 10:11 Killed by Glitira the drem at level 20 on the 24th Shortage 122nd year of Ascendancy at 12:55 Killed by Horned Horror at level 21 on the 26th Shortage 122nd year of Ascendancy at 13:04 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 20 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 55 (base 41) |
| Willpower | 41 (base 31) |
| Cunning | 17 (base 10) |
Resources
| Life | -23/653 |
| Mana | 375/375 |
| Equilibrium | 15 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 8.0467911035702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 28.500146650446 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 47 |
| Crit Chance | 13% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 47 |
| Crit Chance | 13% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Acid | +9% |
| Arcane | +9% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Physical | +20% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 49.413408721348 (65.897138898113%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 26 |
| Physical Save | 23 |
| Spell Save | 27 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 12%( 70%) |
| Fire | + 24%( 70%) |
| Lightning | + 17%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 215 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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 550% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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: * You've found the needed xorn fragment. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed warg claw. * You've found the needed skeleton mage skull. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Gloomsweep' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances penetration: +10% darkness Stealth bonus: +6 Blindness immunity: +20% Life regen: +4.00 Only die when reaching: -20.00 life Maximum life: +60.00 A pair of boots made of leather. |
| Light source | Durorab the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Cun / +2 Con Changes resistances: +3% blight Maximum life: +43.00 Light radius: +3 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 | rough leather cap 'Emelinne' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Con Changes resistances: +9% blight Changes resistances penetration: +15% physical A cap made of leather. |
| On hands | Tofang the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 arcane Changes stats: +10 Mag / +3 Wil / +1 Cun Changes resistances: +7% darkness / +4% arcane / +7% light Changes resistances penetration: +5% arcane Changes damage: +9% arcane Vim when firing critical spell: +2.00 Maximum vim: +30.00 Spellpower: +5 (+1 eff.) Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 53.71 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | extending elm wand of shielding [power 122] (13/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Eremasaromirain the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% arcane Changes damage: +9% acid Critical mult.: +20.00% Stun/Freeze immunity: +26% Life regen: +1.00 Mana each turn: +0.08 Maximum vim: +10.00 Rings make your fingers look great! |
| On fingers | Vorymirin the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Con Changes resistances penetration: +5% physical Stun/Freeze immunity: +20% Life regen: +2.00 Stamina each turn: +1.00 Rings make your fingers look great! |
| Around neck | grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
| In main hand | reinforced dwarven-steel shield of fire resistance (+19%) (0 def, 8 armour, 136% power, 114 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +114 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +19% fire Talent granted: +1 Block Handheld deflection devices. |
| Around waist | rough leather belt 'Jetcut'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +4 Con Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) Light radius: +2 See invisible: +9 A belt that goes around your waist. |
| In off hand | swashbuckler's dwarven-steel shield (0 def, 6 armour, 140% power, 87.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 140% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +88 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +6 Fatigue: +8% Changes stats: +3 Str / +3 Dex Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Mayuthra (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 stats: +3 Wil / +2 Mag Changes resistances: +3% acid / +10% cold Vim when firing critical spell: +2.00 Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Duvakan the dwarven-steel mail armour (3 def, 19 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Wil Changes damage: +3% blight Physical save: +8 (+4 eff.) Mental save: +14 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
Inventory
movement infusion of the warrior (speed 502%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 502% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
IvokiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Changes resistances: +5% arcane / +12% temporal Reduces incoming crit damage: 10.00% Spell save: +12 (+6 eff.) Pinning immunity: +23% Knockback immunity: +42% Amulets make your neck look great! |
XyrelaithCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +6 Dex / +5 Wil Changes resistances: +6% blight / +12% fire / +12% nature / +3% cold Changes damage: +6% mind Amulets make your neck look great! |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
BerestaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Cun / +5 Wil Changes resistances: +15% cold Mental save: +9 (+5 eff.) Equilibrium when hit: +0.04 Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
copper ring 'Swampreek'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Cun / +1 Wil Changes resistances: +6% nature / +22% fire Changes damage: +6% nature / +11% fire Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Glimmergash the iron greatmaul (115% power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 115% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 19 * 10% chance to reduce armor by 32% When wielded/worn: Changes stats: +9 Con / +9 Wil Changes resistances penetration: +10% light Changes damage: +12% mind Maximum life: +28.00 Massive two-handed mauls. |
Hiruidur (100% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 100% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Str / +2 Cun / +6 Con Changes resistances: +3% cold Infravision radius: +3 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.magewarrior's short ash vilestaff (111% power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Betitta the NightworthInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +3 Wil / +6 Cun / +1 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Life regen: +0.80 Healing mod.: +12% A belt that goes around your waist. |
GaleweeperInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +1 Wil / +1 Mag Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) Infravision radius: +3 A belt that goes around your waist. |
Liseyathra the CracklesawInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +2 Con Changes resistances penetration: +25% temporal Changes damage: +3% lightning Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) Light radius: +2 A belt that goes around your waist. |
insulating rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Maximum life: +34.00 A belt that goes around your waist. |
rough leather belt 'Polasewen'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +1 Physical power: +5 (+2 eff.) Armour: +6 Defense: +10 (+8 eff.) Changes damage: +9% blight / +12% physical Stealth bonus: +5 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. |
Sunrazor (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.) Damage when hit (Melee): 6 lightning / 2 fire Changes resistances: +3% fire / +10% cold Changes resistances penetration: +15% fire Changes damage: +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerebrenor the pair of rough leather boots (20 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +20 (+13 eff.) Changes stats: +5 Str / +1 Mag / +1 Con Only die when reaching: -40.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Blastquick (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances: +12% lightning / +6% temporal Changes resistances penetration: +20% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silotta the Shadowspike (0 def, 7 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +7 Fatigue: +2% Changes stats: +2 Cun / +3 Wil Changes resistances: +2% physical Changes resistances penetration: +5% darkness Physical save: +11 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubabrevena the Carrionravage (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +6 Lck / +4 Dex Changes resistances: +6% fire Changes resistances penetration: +5% mind / +5% nature Changes damage: +3% mind Stealth bonus: +6 A pair of boots made of leather. |
pair of rough leather boots 'Duvuroddabers' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Changes stats: +3 Con Changes resistances: +6% lightning / +5% temporal Spell save: +3 (+1 eff.) Blindness immunity: +10% Maximum stamina: +10.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Gelin (15 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +4 Armour: +1 Defense: +15 (+11 eff.) Damage (Melee): 7 cold Changes stats: +2 Dex Changes resistances: +6% cold Changes damage: +4% cold Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +3 Str Changes resistances: +5% cold Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Singegore the iron helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +1 Wil / +1 Cun Changes resistances: +9% mind Changes resistances penetration: +5% fire Reduces incoming crit damage: 10.00% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tempestlace the iron helm (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +13 Fatigue: +5% Changes resistances: +3% lightning / +6% fire / +2% physical / +5% cold Changes damage: +3% lightning Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tutar the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Con Changes resistances penetration: +10% mind Mental save: +9 (+5 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +10.00 A cap made of leather. |
reinforced steel shield of lightning resistance (+15%) (0 def, 6 armour, 110% power, 74 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +74 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
steel shield of winter (0 def, 4 armour, 110% power, 38.5 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +13 cold When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
swashbuckler's iron shield of winter (0 def, 2 armour, 100% power, 21.5 block)Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 100% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 Damage (Melee): +10 cold When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Fatigue: +8% On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Str / +1 Dex / +2 Wil Changes resistances: +10% cold Talent granted: +1 Block Handheld deflection devices. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
315 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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isluba the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +3 Con Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Light radius: +3 Infravision radius: +2 See stealth: +7 See invisible: +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. |
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. |
Brenafang the elm wand of lightning storm [power 122] (13/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +15% mind See invisible: +9 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration 'Zubulraba' [power 110] (13/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +5 Dex / +2 Mag / +4 Con Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Spell crit. chance: +2% It can be used to fire a magical bolt dealing 110 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Urock the Drem Stone Warden level 7
30th Wealth 122nd year of Ascendancy at 14:35 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Urock the Drem Stone Warden level 21
25th Shortage 122nd year of Ascendancy at 12:06 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Urock the Drem Stone Warden level 10
15th Dearth 122nd year of Ascendancy at 05:51 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Urock the Drem Stone Warden level 20
21st Shortage 122nd year of Ascendancy at 19:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Urock the Drem Stone Warden level 13
23rd Dearth 122nd year of Ascendancy at 18:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Urock the Drem Stone Warden level 16
41st Dearth 122nd year of Ascendancy at 17:04 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Urock the Drem Stone Warden level 20
24th Shortage 122nd year of Ascendancy at 12:55 see stats
Log
You are unable to move!
Urock activates Stone Vines.
Urock hits Horned Horror for (22 flat reduction), 44 physical, (17 flat reduction), 0 arcane, (22 flat reduction), 8 physical, (13 flat reduction), 0 arcane (53 total damage).
Black Blood Bleeding from Urock hits Horned Horror for (20 flat reduction), 0 darkness (0 total damage).
Talent Chant of Fortitude is ready to use.
Strangle Hold from Horned Horror hits Urock for 23 nature damage.
Horned Horror throws two quick punches.
Horned Horror hits Urock for 113 physical, 18 lightning, 112 physical, 18 lightning (261 total damage).
Melee retaliation hits Horned Horror for (6 flat reduction), 0 darkness, (6 flat reduction), 0 darkness (0 total damage).
Urock uses Infusion: Healing.
Urock receives 144 healing from Infusion: Healing.
You are unable to move!
Urock hits Horned Horror for (22 flat reduction), 11 physical, (13 flat reduction), 0 arcane, (22 flat reduction), 9 physical, (13 flat reduction), 0 arcane (21 total damage).
Horned Horror stops bleeding black blood.
Strangle Hold from Horned Horror hits Urock for 23 nature damage.
Horned Horror lashes out with a flurry of fists.
Horned Horror starts to bleed black blood.
Horned Horror hits Urock for 111 physical, 18 lightning, 101 physical, 18 lightning, 136 physical, 18 lightning (401 total damage).
Melee retaliation hits Horned Horror for (6 flat reduction), 0 darkness, (6 flat reduction), 0 darkness, (6 flat reduction), 0 darkness (0 total damage).
Urock hits Horned Horror for (22 flat reduction), 9 physical, (13 flat reduction), 0 arcane, (22 flat reduction), 11 physical, (13 flat reduction), 0 arcane (21 total damage).
Black Blood Bleeding from Urock hits Horned Horror for (20 flat reduction), 0 darkness (0 total damage).
Horned Horror is seized by a stone vine.
Talent Eldritch Fury is ready to use.
Talent Rune: Shielding is ready to use.
Strangle Hold from Horned Horror hits Urock for 23 nature damage.
Horned Horror hits Urock for 75 physical damage.
Melee retaliation hits Horned Horror for (6 flat reduction), 0 darkness (0 total damage).
Urock the level 21 drem stone warden was ground to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.


















































































