











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/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:
Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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 | Dwarf |
| Class | Reaver |
| Level / Exp | 15 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Norgos, the Guardian at level 12 on the 1st Acquisition 122nd year of Ascendancy at 07:35 0 / 6Killed by Gunsnake at level 12 on the 2nd Acquisition 122nd year of Ascendancy at 06:38 Killed by Emelunn the wolf at level 15 on the 19th Profit 122nd year of Ascendancy at 11:53 Killed by Emelunn the wolf at level 15 on the 19th Profit 122nd year of Ascendancy at 13:35 Killed by Salymivena the lesser vampire at level 15 on the 20th Profit 122nd year of Ascendancy at 00:58 Killed by Salymivena the lesser vampire at level 15 on the 20th Profit 122nd year of Ascendancy at 03:01 |
Primary Stats
| Strength | 36 (base 25) |
| Dexterity | 13 (base 11) |
| Constitution | 27 (base 24) |
| Magic | 39 (base 34) |
| Willpower | 15 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -184/481 |
| Vim | 84/254 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 0.28467363346205 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 48 |
| Crit Chance | 6% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 48 |
| Crit Chance | 3% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Nature | +6% |
| Light | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +5% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 26.08934837382 (81.151787968034%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 27 |
| Physical Save | 21 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 11%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 16%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 10% |
| Knockback Resistance | 41% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| 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 220 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by Poruvena the cave troll. Escort: repented thief (level 3 of Trollmire) | 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 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. | 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 |
Equipment
| On feet | Morningburst (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Armour: +1 Changes stats: +6 Lck / +4 Dex Changes damage: +3% light Stealth bonus: +6 Light radius: +3 A pair of boots made of leather. |
| Light source | Mayadheda the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +3% cold / +9% acid Spell save: +6 (+3 eff.) Maximum life: +44.00 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 | Porukira the Festerguile (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% acid / +6% temporal / +6% blight / +5% cold / +3% fire Changes resistances penetration: +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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. |
| On fingers | copper ring 'Voromith'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +3 Armour: +2 Changes resistances: +6% blight Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings make your fingers look great! |
| Around neck | Beladig the CharwilterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% acid / +9% fire / +3% light / +12% temporal Changes resistances penetration: +5% fire Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
| In main hand | iron waraxe of massacre (17-24 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
| In off hand | Chalorin the Kindlegasher (12-16 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Changes stats: +1 Cun / +3 Str Changes resistances penetration: +10% light Changes damage: +3% light Blunt and deadly. |
| Cloak | Garin (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +1% physical Spell save: +6 (+3 eff.) Only die when reaching: -60.00 life Maximum mana: +40.00 Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Festerblood (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 2 nature Changes stats: +4 Str Changes resistances: +6% physical / +11% darkness / +3% light / +3% cold / +6% arcane / +6% mind Changes damage: +6% nature Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Poison immunity: +10% Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the sneak (heal 81; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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. |
acid wave rune of the wizard (damage 119; dur 4; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 118.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 sneak (absorb 110; dur 4; cd 14)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: 14 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 110 damage for 4 turns. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level.Shantiz the Stormblade (15-20 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.thought-forged steel dagger of erosion (13-17 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 9 Damage (Melee): +7 nature / +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword of erosion (23-37 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+9 eff.) Disarm immunity: +28% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword of massacre (32-51 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+7 eff.) Disarm immunity: +29% Massive two-handed swords. |
iron mace of daylight (12-17 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 light Damage against: +5% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.earthen ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +2% Changes damage: +15% physical Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
iron waraxe (12-17 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (10-15 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel waraxe (12-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 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 this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 17 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Mental save: +20 (+10 eff.) Mindpower: +2 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Icewinnow (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 26% Damage (Melee): 7 fire Changes resistances: +5% arcane / +7% fire Changes resistances penetration: +15% arcane / +5% cold Changes damage: +9% arcane / +6% fire 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. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets 'Gyntir' (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 fire Changes resistances: +7% fire Changes damage: +7% fire Critical mult.: +10.00% Maximum hate: +4.00 Mindpower: +20 (+13 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves 'Rainquake' (0 def, 2 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Damage (Melee): 7 arcane Changes stats: +3 Mag / +4 Wil Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +5% blight / +5% cold Changes damage: +3% arcane / +3% blight Critical mult.: +6.00% Life regen: +1.00 Stamina each turn: +1.00 Maximum stamina: +16.00 Spellpower: +8 (+4 eff.) Spell crit. chance: +7% Mental crit. chance: +7% 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. |
iron helm of constitution (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.miner's iron helm of dexterity (+3) (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: +3 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
rejuvenating iron mail armour of cold resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 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% cold Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +11% nature / +12% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% A suit of armour made of metal plates. |
2 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. |
143 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. |
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. |
This item will automatically be transmogrified when you leave the level.Emira the iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +4 (+1 eff.) Defense: +15 (+15 eff.) Changes stats: +1 Str / +2 Dex / +2 Con Changes resistances: +1% physical Stamina each turn: +3.00 Only die when reaching: -60.00 life Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
This item will automatically be transmogrified when you leave the level.cleansing ash totem of summon tentacle [power 165] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 193 Armor: 0 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
2 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. |
7 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Toeri the Dwarf Reaver level 10
27th Voratun 122nd year of Ascendancy at 04:24 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Toeri the Dwarf Reaver level 5
17th Voratun 122nd year of Ascendancy at 00:49 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Toeri the Dwarf Reaver level 12
6th Profit 122nd year of Ascendancy at 21:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Toeri the Dwarf Reaver level 12
28th Voratun 122nd year of Ascendancy at 05:43 see stats
Log
Weakness Disease from Toeri hits Salymivena the lesser vampire for 0 blight damage.
Salymivena the lesser vampire receives 6 healing from Eternal Night.
Salymivena the lesser vampire uses Capacitor Discharge.
Melee retaliation hits Salymivena the lesser vampire for 0 nature, 4 blight (5 total damage).
Salymivena the lesser vampire hits Toeri for 5 lightning, 34 lightning (38 total damage).
Toeri is silenced and cannot use Bone Grab.
Toeri uses Infusion: Wild.
Toeri is not stunned anymore.
Toeri is cured!
Toeri lessens the pain.
Toeri is silenced and cannot use Bone Grab.
Decrepitude Disease from Toeri hits Salymivena the lesser vampire for 20 blight damage.
Weakness Disease from Toeri hits Salymivena the lesser vampire for 20 blight damage.
Melee retaliation hits Salymivena the lesser vampire for 1 nature, 0 blight (1 total damage).
Epidemic from Toeri hits Salymivena the lesser vampire for 24 blight damage.
Static Shield from Salymivena the lesser vampire hits Toeri for 30 acid, 3 lightning (33 total damage).
Salymivena the lesser vampire receives 2 healing from Eternal Night.
Salymivena the lesser vampire uses Steamgun Turret.
Salymivena the lesser vampire is free from the weakness disease.
The static shield around Salymivena the lesser vampire crumbles.
Decrepitude Disease from Toeri hits Salymivena the lesser vampire for 15 blight damage.
Melee retaliation hits Salymivena the lesser vampire for 1 nature, 7 blight (7 total damage).
Epidemic from Toeri hits Salymivena the lesser vampire for 18 blight damage.
Static Shield from Salymivena the lesser vampire hits Toeri for 3 lightning, 3 healing (3 total damage) [3 healing].
Toeri is not silenced anymore.
Salymivena the lesser vampire casts Invoke Darkness.
Salymivena the lesser vampire hits Toeri for 42 darkness damage.
Toeri the level 15 dwarf reaver was swallowed by the void to death by Salymivena the lesser vampire on level 1 of Daikara.















































































