












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Steamtech UI 1.0.5 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Dwarf |
| Class | Stone Warden |
| Level / Exp | 19 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Islelle the skeleton magus at level 13 on the 9th Profit 122nd year of Ascendancy at 08:41 0 / 7Killed by Islelle the skeleton magus at level 13 on the 9th Profit 122nd year of Ascendancy at 10:02 Killed by Layyriavena the white worm mass at level 15 on the 11st Profit 122nd year of Ascendancy at 02:35 Killed by Ce'Nadheldara the rogue at level 18 on the 35th Profit 122nd year of Ascendancy at 14:48 Killed by Ce'Nadheldara the rogue at level 18 on the 35th Profit 122nd year of Ascendancy at 15:18 Killed by Assassin Lord at level 19 on the 36th Profit 122nd year of Ascendancy at 15:03 Killed by Assassin Lord at level 19 on the 36th Profit 122nd year of Ascendancy at 15:20 |
Primary Stats
| Strength | 22 (base 18) |
| Dexterity | 13 (base 10) |
| Constitution | 20 (base 14) |
| Magic | 47 (base 32) |
| Willpower | 41 (base 28) |
| Cunning | 40 (base 24) |
Resources
| Life | -41/776 |
| Mana | 363/363 |
| Equilibrium | 0 |
| Healing Factor | 1.1370588855781 |
| Regeneration | 0.28426472139452 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 30.359939435378 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 26 |
| Crit Chance | 11% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 26 |
| Crit Chance | 12% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Darkness | +3% |
| Cold | +3% |
| Fire | +12% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 35.413408721348 (65.897138898113%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 32 |
| Physical Save | 34 |
| Spell Save | 36 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 6%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 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 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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 |
You failed to protect the repented thief from death by Ce'Noth the rattlesnake. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 within7 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. | active |
Equipment
| On feet | Adalaith the 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 stats: +2 Dex / +1 Mag / +2 Cun / +2 Con Critical mult.: +5.00% Physical save: +11 (+5 eff.) Mental save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+4 eff.) Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Falidar'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light Mental save: +3 (+1 eff.) Disease immunity: +10% Maximum life: +102.00 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 | Eremeneg (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +1 Dex / +3 Cun / +1 Con Light radius: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Emelevea' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 5 acid / 12 cold / 5 fire / 6 lightning Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +3 Mag / +2 Wil Changes resistances: +5% cold Changes damage: +3% cold Maximum psi: +10.00 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 | ash totem of stinging 'Glorilena' [power 182] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Defense: +5 (+3 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage by 10% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Blackbrace the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +15% lightning / +15% darkness Changes damage: +3% darkness Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
| On fingers | Beluba the steel ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 2 acid Changes stats: +6 Cun / +6 Mag Changes resistances: +9% mind / +24% fire Changes damage: +3% mind / +12% fire Spellpower: +11 (+4 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Emelyna'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +7 Mag / +8 Wil Mana each turn: +0.12 Spell crit. chance: +2% Amulets make your neck look great! |
| In main hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+5 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | steel shield 'Duvohek' (0 def, 4 armour, 114% power, 41.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 114% 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: +42 Damage (Melee): +8 blight / +8 arcane When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +6% acid / +21% fire / +11% blight / +5% cold / +10% nature / +6% lightning Talent granted: +1 Block Critical mult.: +5.00% Handheld deflection devices. |
| Cloak | Haromnir (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 22 Changes resistances: +6% blight / +6% darkness Changes damage: +9% mind Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silyldath the Skyspiker (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +16% lightning / +3% blight Changes damage: +6% lightning Poison immunity: +20% Silence immunity: +20% Maximum life: +60.00 Healing mod.: +5% A suit of armour made of mail. |
Inventory
heroism infusion of the titan (die at -278; dur 5; cd 35)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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -278 life. The duration and life will increase by 1% for every 1% life you have lost (currently 571 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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. |
movement infusion (speed 400%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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. |
regeneration infusion of the duelist (heal 117; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Its effects scale with your Dexterity 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. |
wild infusion of the warrior (res 19%; mental; dur 2; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; temporal, blight, fire, nature, physical)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 3 blight, 3 fire, 3 nature, 4 physical 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. |
shatter afflictions rune of the wizard (absorb 87; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 87 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 Magic stat. 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. |
shielding rune of the titan (absorb 214; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 214 damage for 4 turns. Its effects scale with your Constitution stat. 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. |
shielding rune of the wizard (absorb 191; dur 3; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 191 damage for 3 turns. Its effects scale with your Magic stat. 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. |
copper amulet 'Boltterror'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% blight / +1% physical Life regen: +2.00 Only die when reaching: -20.00 life Amulets make your neck look great! |
VoribethPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +6 (+2 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.Silagada the steel greatsword (125% power, 16 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 125% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +16 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +17% When wielded/worn: Changes stats: +2 Cun / +2 Str Physical save: +18 (+8 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
BurntrailPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +1 Dex Maximum encumbrance: +20 See invisible: +3 A belt that goes around your waist. |
Byregorek the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+6 eff.) Changes resistances: +7% fire / +6% cold Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Healing mod.: +5% A belt that goes around your waist. |
Tulerakath the FilthsliceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +5% blight / +5% nature Changes damage: +3% nature Spell save: +9 (+4 eff.) Maximum life: +30.00 A belt that goes around your waist. |
Blindbrawn (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +3% darkness Reduces incoming crit damage: 15.00% Stamina each turn: +2.00 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Halegathel the Tidepain (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+4 eff.) Changes resistances: +3% temporal / +10% cold Changes resistances penetration: +10% cold Knockback immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfarogen the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +1 Changes stats: +2 Con Changes resistances: +14% physical / +9% all Changes resistances penetration: +15% physical Changes damage: +9% nature / +14% physical Mental save: +19 (+7 eff.) Poison immunity: +27% Disease immunity: +23% Stamina each turn: +1.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daimoruibar (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 stats: +2 Cun / +1 Con Changes resistances penetration: +5% mind Physical save: +11 (+5 eff.) Mental save: +13 (+5 eff.) Mindpower: +15 (+7 eff.) Mental crit. chance: +2% See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 45.77 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Morningrace the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% 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. |
Flashhacker the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% fire / +3% nature / +3% darkness Changes damage: +12% lightning / +11% fire A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Bethotha (0 def, 2 armour, 97% power, 17 block)Requires: - Shield usage training - Strength 11 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% 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: +17 Damage (Melee): +4 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 22 * 10% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 12% chance to reduce all saves and defense by 22 Changes resistances: +6% mind Changes resistances penetration: +15% mind / +5% acid Talent granted: +1 Block Handheld deflection devices. |
iron shield 'Nurek' (0 def, 13 armour, 97% power, 60 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% 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: +60 When wielded/worn: Armour: +13 Fatigue: +8% Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
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. |
297 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. |
Isurena the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Dex / +2 Cun Changes resistances: +11% nature Changes resistances penetration: +10% acid Changes damage: +6% nature See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
MayathPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +1 Str / +1 Mag / +4 Wil / +1 Cun Changes resistances: +6% acid / +6% fire Changes damage: +3% acid 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of gale force 'Gata' [power 160] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Changes resistances penetration: +15% physical Maximum stamina: +20.00 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 160 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.soothing yew totem of stinging [power 290] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 290 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Heal for 47. Natural totems are made by powerful wilders to store nature power. |
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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
10 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 R0CKY the Dwarf Stone Warden level 9
28th Voratun 122nd year of Ascendancy at 18:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By R0CKY the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 14:14 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By R0CKY the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 16:18 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By R0CKY the Dwarf Stone Warden level 10
4th Profit 122nd year of Ascendancy at 06:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By R0CKY the Dwarf Stone Warden level 15
13rd Profit 122nd year of Ascendancy at 22:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By R0CKY the Dwarf Stone Warden level 17
21st Profit 122nd year of Ascendancy at 08:55 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By R0CKY the Dwarf Stone Warden level 19
36th Profit 122nd year of Ascendancy at 15:03 see stats
Log
R0CKY misses Assassin Lord.
R0CKY misses Assassin Lord.
Assassin Lord uses Venomous Strike.
R0CKY instinctively hardens his skin and ignores the attack!
R0CKY repels an attack from Assassin Lord.
Assassin Lord performs a melee critical strike against R0CKY!
The stone shield around R0CKY explodes!
R0CKY resists the vile poison!
R0CKY slows down.
Assassin Lord hits R0CKY for (38 to stone), 82 nature, 24 darkness (106 total damage).
Melee retaliation hits Assassin Lord for 1 acid, 5 mind (6 total damage).
R0CKY hits Bandit for 97 arcane damage.
R0CKY hits Assassin Lord for 130 arcane damage.
R0CKY stops regenerating health quickly.
R0CKY is no longer poisoned.
Bandit performs a melee critical strike against R0CKY!
R0CKY is cut deeply.
R0CKY instinctively hardens his skin and ignores the attack!
R0CKY repels an attack from Bandit.
Assassin Lord uses Flurry.
Assassin Lord performs a melee critical strike against R0CKY!
R0CKY resists the vile poison!
Assassin Lord performs a melee critical strike against R0CKY!
R0CKY instinctively hardens his skin and ignores the attack!
R0CKY repels an attack from Assassin Lord.
Bandit hits R0CKY for 74 physical, 7 cold (81 total damage).
Assassin Lord hits R0CKY for 24 physical, 24 darkness, 15 physical, 24 darkness, 44 lightning, 63 physical, 24 darkness, 26 physical, 24 darkness, 19 physical, 24 darkness (309 total damage).
Melee retaliation hits Bandit for 2 acid, 13 mind (15 total damage).
Melee retaliation hits Assassin Lord for 1 acid, 10 mind, 1 acid, 10 mind, 1 acid, 5 mind, 1 acid, 5 mind, 1 acid, 10 mind (46 total damage).
R0CKY the level 19 dwarf stone warden was swallowed by the void to death by Assassin Lord on level 2 of Unknown tunnels.























































































