










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Cleaner Item Descriptions 1.7.0Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Show randart egos 1.7.4Adds a toggle to hide all egos except for the randart ones for easier comparison between similar items. 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! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 13 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinotta the skeleton magus at level 13 on the 8th Profit 122nd year of Ascendancy at 05:42 3 / 1 |
Primary Stats
| Strength | 25 (base 14) |
| Dexterity | 34 (base 34) |
| Constitution | 24 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 36 (base 30) |
Resources
| Life | 507/507 |
| Stamina | 164/164 |
| Healing Factor | 1.2172674059366 |
| Regeneration | 1.1564040356398 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 28.894014938291 |
| See Invisible | 40.894014938291 |
Offense: Barehand
| Damage | 47 |
| Accuracy | 37 |
| Crit Chance | 14% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Lightning | +20% |
| Cold | +10% |
| All | +0% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 16 |
| Mental Save | 27 |
Defense: Resistances
| Lightning | 46%( 70%) |
| Temporal | 13%( 70%) |
| Arcane | 12%( 70%) |
| Cold | 16%( 70%) |
| All | 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
Inscriptions (3/3)
| 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. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
From bellow, it devours | active |
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 |
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 | grounding pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Nature While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+5 eff.) Life +40.00 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Ignore Armor +8 Critical Rate +6.0% Attack Speed 100% On-hit +12 silence Can&PURPLELASTWHITEffff66PURPLELASTLAST999900LASTANTIQUE_WHITE |
| On head | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.38 to 100.14 lightning damage (66.76 average). The damage will increase with your Mindpower. This hat& |
| Tool | evasive elm totem of summon tentacle [power 95] (22 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 95 Armor: 6 All Resist: 0 Puts all charms on 22 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +7 (+4 eff.) other ------- Light +4 Infravision +4 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. Rings make your fingers look great! |
| Around neck | grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
| Main armor | mindwoven linen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +10% lightning defense ------ Resistance +15% lightning +7% all Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +5 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. |
| Cloak | Porimira (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Cun offense ------ Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Crit Resistance 10.00% other ------- See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.70 Healmod +10% A belt that goes around your waist. |
Inventory
regeneration infusion of the titan (heal 142; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. 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 wizard (res 17%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
biting gale rune of the warrior (damage 116; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 115.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
iron battleaxe &039; (14-21 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 14.0 - 21.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +4 acid On Hit: * 10% chance to reduce armor by 9% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Critical power +10.00% Damage +6% blight Ignore resists +5% blight defense ------ Resistance +9% acid Massive two-handed battleaxes. |
Nightwarden the iron greatmaul (18-27 power, 4 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Arcane Weapon Damage 18.0 - 27.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 cold On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Crit +1.0% On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Unlife -20.00 life Massive two-handed mauls. |
hateful iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 darkness Damage Against +5% Living Sharp, long, and deadly. |
rough leather sling of acid4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 acid While equipped: offense ------ Damage +9% acid Slings are used to hurl stones or metal shots at your foes. |
elm magestaff &039; (10-12 power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +6% blight +10% cold Ignore resists +10% blight defense ------ Crit Resistance 15.00% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe &039; (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 cold On-crit, radius 2 +12 lightning +4 fire While equipped: offense ------ Damage +3% fire Ignore resists +15% fire When Hit 2 cold defense ------ Resistance +9% fire One-handed war axes. |
iron waraxe &039; (12-18 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +5 Dex +1 Con offense ------ Ignore resists +20% acid One-handed war axes. |
iron waraxe &039; (10-14 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 acid +8 mind On Hit: * 12% chance to reduce all saves and defense by 19 While equipped: Stats +3 Mag +2 Wil +2 Cun +4 Con offense ------ Ignore resists +10% acid other ------- Light +3 One-handed war axes. |
Elenotir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +1 Con +6 Lck offense ------ Accuracy +5 (+2 eff.) defense ------ Resistance +6% nature Stealth +7 Life Regen +4.00 Blind Resist +10% Poison Resist +20% other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
thick linen cloak of protection (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold Spell save +5 (+4 eff.) Mind save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargemaster the pair of iron boots (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Cun +2 Dex offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +4 Fatigue +2% Resistance +3% lightning other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Chedorab the Flarebreacher (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Cun offense ------ Ignore resists +5% fire When Hit 4 fire defense ------ Armor +3 Fatigue +2% Resistance +6% fire +5% cold Mind save +6 (+3 eff.) other ------- Psi when Hit +0.08 Max hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Uliyakath the Hazewrecker (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mind Crit +1% Mindpower +5 (+3 eff.) Damage +12% mind +3% cold defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
rough leather gloves &039; (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Con offense ------ On-Hit 6 cold Damage +3% cold defense ------ Armor +1 Resistance +5% cold other ------- Max psi +10.00 Light +3 Infravision +3 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chezilahir the Flarebliss (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Ignore resists +10% fire defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +3% temporal other ------- Stamina when Hit +0.70 EQ when Hit +0.80 Max hate +10.00 Max psi +10.00 A cap made of leather. |
Strikeraider the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Mag +1 Cun +6 Con offense ------ Physical Power +3 (+1 eff.) When Hit 4 lightning defense ------ Armor +3 Fatigue +5% Resistance +3% lightning other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tarritodar the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +6% mind Ignore resists +15% mind defense ------ Armor +3 Fatigue +5% Mind save +3 (+2 eff.) other ------- Psi when Hit +0.20 Max hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm &039; (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +3 Fatigue +5% Resistance +6% darkness +6% temporal Physical save +6 (+4 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life Knockbk Resist +10% Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.0 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Yvusevena the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Physical save +3 (+3 eff.) Unlife -20.00 life Life Regen +4.20 Cut Resist +20% other ------- Stamina/turn +0.50 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing rough leather armour of the deep (3 def, 4 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +3 (+2 eff.) Fatigue +6% Resistance +6% acid +7% cold +12% nature +12% blight other ------- Breathe water A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
iron shield &039; (0 def, 5 armour, 44 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable &039; to see combat stats. While equipped: offense ------ Damage +3% lightning +12% darkness Ignore resists +25% mind defense ------ Armor +5 Fatigue +8% Resistance +3% mind other ------- Talents +1 Block Handheld deflection devices. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
74 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Salowe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +4 Mag +1 Cun offense ------ Ignore resists +10% arcane Accuracy +4 (+2 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glumira the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +15% mind On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Resistance +3% mind +6% acid Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +5 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. |
Lisann the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Defense +15 (+8 eff.) Resistance +6% fire Unlife -40.00 life Silence Resist +20% Pinning Resist +10% other ------- Light +3 See Invisibility +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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
elm totem of stinging [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 121 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin &039; [power 16] (17 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +3% mind Ignore resists +5% darkness Ignore Armor +2 defense ------ Resistance +6% mind Physical save +3 (+3 eff.) Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 Duyrksen the Dwarf Brawler level 10
1st Acquisition 122nd year of Ascendancy at 08:00 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Duyrksen the Dwarf Brawler level 6
27th Voratun 122nd year of Ascendancy at 22:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Duyrksen the Dwarf Brawler level 10
3rd Profit 122nd year of Ascendancy at 13:35 see stats
Log
Eilinotta the skeleton magus cleverly deflects the attack with his shield!
Eilinotta the skeleton magus follows up with a countershot.
Duyrksen speeds up.
Eilinotta the skeleton magus repels an attack from Duyrksen.
Duyrksen slows down.
Eilinotta the skeleton magus&fbd578LASTWHITELASTWHITELASTROYAL_BLUELASTROYAL_BLUELAST17 total damage).
Duyrksen hits Eilinotta the skeleton magus for 67 physical, 18 lightning (85 total damage).
Eilinotta the skeleton magus uses Block.
Duyrksen&LASTLASTDuyrksen raises their leg and snaps it downward in a devastating axe kick.
Eilinotta the skeleton magus cleverly deflects the attack with his shield!
Eilinotta the skeleton magus follows up with a countershot.
Duyrksen speeds up.
Eilinotta the skeleton magus repels an attack from Duyrksen.
Duyrksen slows down.
Duyrksen hits Eilinotta the skeleton magus for (18 blocked), 0 lightning (0 total damage).
Eilinotta the skeleton magus&fbd578LASTWHITELASTWHITELASTROYAL_BLUELASTROYAL_BLUELAST22 total damage).
Eilinotta the skeleton magus uses Bash and Smash.
Eilinotta the skeleton magus performs a melee critical strike against Duyrksen!
Duyrksen speeds up.
Eilinotta the skeleton magus hits Duyrksen for (10 flat reduction), 60 physical, (10 flat reduction), 4 acid (64 total damage).
Eilinotta the skeleton magus&fbd578LAST
Eilinotta the skeleton magus&fbd578LASTWHITELAST165 physical (165 total damage).
Duyrksen the level 13 dwarf brawler was cleaved to death by Eilinotta the skeleton magus on level 3 of Ruins of Kor&
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinotta the skeleton magus&fbd578LAST
Saving game...






















































































