











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 | Bulwark |
| Level / Exp | 23 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Z'quikzshl the skeletal mold at level 10 on the 16th Loss 122nd year of Ascendancy at 22:04 / 19Killed by Riccie The Rock at level 16 on the 4th Iron 123rd year of Ascendancy at 17:05 Killed by naga myrmidon at level 17 on the 4th Iron 123rd year of Ascendancy at 22:49 Killed by naga myrmidon at level 17 on the 4th Iron 123rd year of Ascendancy at 23:24 Killed by naga tide huntress at level 17 on the 5th Iron 123rd year of Ascendancy at 00:25 Killed by Weirdling Beast at level 17 on the 5th Iron 123rd year of Ascendancy at 18:40 Killed by Riccie The Rock at level 18 on the 13rd Iron 123rd year of Ascendancy at 08:05 Killed by Riccie The Rock at level 18 on the 13rd Iron 123rd year of Ascendancy at 23:50 Killed by enthralled slave at level 19 on the 23rd Iron 123rd year of Ascendancy at 12:23 Killed by ghoul at level 20 on the 39th Steel 123rd year of Ascendancy at 19:24 Killed by Animated thorny mindstar of storms at level 21 on the 40th Steel 123rd year of Ascendancy at 14:11 Killed by Animated thorny mindstar of storms at level 21 on the 40th Steel 123rd year of Ascendancy at 14:30 Killed by Poltergeist Crooked Club at level 21 on the 40th Steel 123rd year of Ascendancy at 20:16 Killed by Moving void walker's yew magestaff of might at level 22 on the 41st Steel 123rd year of Ascendancy at 17:14 Killed by Animated acidic dwarven-steel waraxe of rage at level 22 on the 41st Steel 123rd year of Ascendancy at 17:30 Killed by Animated honing thorny mindstar of venom at level 22 on the 41st Steel 123rd year of Ascendancy at 17:48 Killed by Moving void walker's yew magestaff of might at level 22 on the 41st Steel 123rd year of Ascendancy at 18:29 Killed by Poltergeist Drake's Bane at level 22 on the 41st Steel 123rd year of Ascendancy at 20:40 Killed by Xiriabeth the devourer at level 23 on the 43rd Steel 123rd year of Ascendancy at 09:16 |
Primary Stats
| Strength | 68 (base 53) |
| Dexterity | 17 (base 12) |
| Constitution | 52 (base 43) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 29 (base 10) |
Resources
| Life | 910/910 |
| Stamina | 186/186 |
| Healing Factor | 1.289329218765 |
| Regeneration | 0.32233230469126 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 51 |
| Crit Chance | 9% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +14% |
| Temporal | +9% |
| Darkness | +13% |
| Physical | +4% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Fire | +20% |
| Cold | +10% |
| Physical | +20% |
| Mind | +20% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 64.723073231957 (96.438666929426%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 35 |
| Physical Save | 31 |
| Spell Save | 9 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Physical | + 23%( 70%) |
| Mind | + 7%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 27%( 70%) |
| Lightning | + 45%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the temporal explorer from death by snow giant. Escort: temporal explorer (level 3 of Scintillating Caves) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. | 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 36. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of dwarven-steel boots 'Tempestwolf' (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +6 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +3 Cun / +3 Dex Changes resistances: +9% lightning Reduces incoming crit damage: 15.00% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Hettukath the GloomlaceCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +3 Cun / +2 Dex Changes damage: +15% cold Light radius: +7 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Fulosus' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +3% light / +3% mind Reduces incoming crit damage: 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Invisible. |
| On hands | Islussra the Frostwar (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances: +3% temporal Changes resistances penetration: +5% cold Changes damage: +4% physical / +9% temporal / +3% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Adiwyn the Shimmerraze [power 155] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +20% lightning Changes damage: +9% lightning Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 161 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Gain a 10% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Scaldkin the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Damage when hit (Melee): 4 fire Changes stats: +4 Wil Changes resistances: +24% fire Changes resistances penetration: +10% mind / +15% fire Mental save: +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | dwarven-steel mace of shearing (135% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x 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: +9 (+3 eff.) Armour penetration: +6 Changes resistances penetration: +5% all Blunt and deadly. |
| Around waist | rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
| In off hand | crackling stralite shield of the stars (0 def, 8 armour, 163% power, 135.5 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): Power: 163% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +136 Damage (Melee): +13 lightning / +11 light / +11 darkness When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 1 lightning Changes stats: +2 Dex / +1 Mag / +5 Cun Changes resistances: +10% lightning / +12% light / +12% darkness Changes damage: +14% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Isarin the linen cloak (11 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Defense: +11 (+8 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances penetration: +15% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Halaroddasavon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 2 mind Changes stats: +3 Cun Changes resistances: +18% lightning / +12% acid Changes resistances penetration: +5% mind Psi when hit: +0.08 Mental crit. chance: +2% A suit of armour made of metal plates. |
Inventory
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets make your neck look great! |
steel amulet 'Hanymnir'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Changes resistances: +6% mind Changes resistances penetration: +15% blight Changes damage: +15% acid / +9% blight Talent mastery: +0.17 Technique / Shield defense Amulets make your neck look great! |
copper quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+10 eff.) Stun/Freeze immunity: +30% Maximum stamina: +10.00 Rings make your fingers look great! |
balanced steel waraxe of massacre (123% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+6 eff.) Disarm immunity: +24% One-handed war axes. This object's appearance was changed to steel waraxe. |
Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
5 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. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+6 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+6 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 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. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% 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. |
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 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 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 63.78 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 (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. |
iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of gale force [power 135] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 140 physical damage Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
Amesahad [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes damage: +15% blight Equilibrium when hit: +0.20 Mana when firing critical spell: +2.00 It can be used to sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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 (Exploration mode)
Killed Ben Cruthdar the Cursed.By Riccie The Rock the Dwarf Bulwark level 9
24th Dearth 122nd year of Ascendancy at 02:27 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Riccie The Rock the Dwarf Bulwark level 19
23rd Iron 123rd year of Ascendancy at 06:00 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Riccie The Rock the Dwarf Bulwark level 17
5th Iron 123rd year of Ascendancy at 22:47 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Riccie The Rock the Dwarf Bulwark level 10
31st Dearth 122nd year of Ascendancy at 04:05 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Riccie The Rock the Dwarf Bulwark level 20
4th Steel 123rd year of Ascendancy at 05:01 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Riccie The Rock the Dwarf Bulwark level 20
26th Steel 123rd year of Ascendancy at 14:29 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Riccie The Rock the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 02:55 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Riccie The Rock the Dwarf Bulwark level 9
18th Dearth 122nd year of Ascendancy at 23:15 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Riccie The Rock the Dwarf Bulwark level 5
3rd Acquisition 122nd year of Ascendancy at 03:35 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Riccie The Rock the Dwarf Bulwark level 19
23rd Iron 123rd year of Ascendancy at 08:52 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Riccie The Rock the Dwarf Bulwark level 19
24th Iron 123rd year of Ascendancy at 00:42 see stats
Log
Today is the 11st Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:51.
Today is the 12nd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 13rd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 14th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 15th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Today is the 16th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 17th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
Today is the 18th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Today is the 19th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 20th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 21st Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 22nd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 23rd Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 24th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 25th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 26th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 27th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 28th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 29th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 30th Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Ran for 60 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
















































































