










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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 37 / 77% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 26 on the 43rd Steel 123rd year of Ascendancy at 15:19 0 / 8Killed by Grand Corruptor at level 29 on the 7th Voratun 123rd year of Ascendancy at 04:21 Killed by Grand Corruptor at level 29 on the 7th Voratun 123rd year of Ascendancy at 04:39 Killed by Grand Corruptor at level 29 on the 7th Voratun 123rd year of Ascendancy at 05:26 Killed by Velolevea the vampire lord at level 31 on the 13rd Voratun 123rd year of Ascendancy at 08:39 Killed by orc necromancer at level 35 on the 19th Profit 123rd year of Ascendancy at 17:27 Killed by orc blood mage at level 36 on the 44th Profit 123rd year of Ascendancy at 02:46 Killed by faerlhing at level 37 on the 7th Loss 123rd year of Ascendancy at 11:48 |
Primary Stats
| Strength | 102 (base 46) |
| Dexterity | 25 (base 13) |
| Constitution | 62 (base 44) |
| Magic | 17 (base 10) |
| Willpower | 95 (base 60) |
| Cunning | 31 (base 10) |
Resources
| Life | -182/1707 |
| Stamina | 420/420 |
| Equilibrium | 24 |
| Healing Factor | 1.2398029716161 |
| Regeneration | 23.517906894262 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 24 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 26% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +35% |
| Physical | +20% |
| Cold | +20% |
| All | +0% |
| Darkness | +32% |
| Light | +6% |
| Temporal | +27% |
| Lightning | +20% |
| Fire | +20% |
| Nature | +28% |
Offense: Damage Penetration
| Acid | +45% |
| Blight | +40% |
| Physical | +30% |
| Cold | +30% |
| Lightning | +30% |
| Light | +25% |
| Darkness | +35% |
| Fire | +50% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 79.08934837382 (91.151787968034%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 43 |
| Mental Save | 51 |
Defense: Resistances
| Acid | 25%( 70%) |
| Blight | 18%( 70%) |
| Physical | 31%( 70%) |
| Cold | 24%( 70%) |
| All | 15%( 70%) |
| Lightning | 57%( 70%) |
| Light | 30%( 70%) |
| Mind | 22%( 70%) |
| Darkness | 39%( 70%) |
| Fire | 42%( 70%) |
| Nature | 43%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Disarm Resistance | 30% |
| Knockback Resistance | 60% |
| Confusion Resistance | 20% |
| Stun Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| 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 407 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: 15 Travel Speed: instantaneous 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 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 7 turns. While Heroism is active, you will only die when reaching -601 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1266 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 902% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by luminous horror. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the injured seer from death by Zubydarianne the lesser vampire. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the lone alchemist from death by vampire lord. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Eilinyssra the fire drake hatchling. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
Escort: repented thief (level 1 of Ruins of Kor'Pul) | 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 Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
From bellow, it devours | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed faerlhing fang. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed red crystal shard. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed green worm. * You&WHITEGREEN | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&SLATEWHITESLATE There and back again | active |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots &039;Naba&Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +4 Cun / +4 Wil Critical mult.: +10.00% Physical save: +10 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +14 (+5 eff.) Stamina each turn: +0.30 Maximum life: +45.00 Mental crit. chance: +4% Infravision radius: +3 Movement speed: +10% A pair of boots made of leather. |
| Light source | alchemist&039;Xona&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Dex / +4 Con Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Light radius: +4 See stealth: +6 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| Tool | Demonsaw [power 368] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 darkness Changes resistances penetration: +5% darkness Changes damage: +12% darkness / +27% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 368 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% Damage when hit (Melee): 4 light Changes stats: +6 Cun / +6 Dex Changes resistances: +6% nature / +21% lightning Changes resistances penetration: +15% acid Spell save: +3 (+1 eff.) Rings make your fingers look great! |
| On fingers | sneakthief&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 waist | hardened leather belt &039;Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +8 Wil Changes resistances: +3% lightning Spell save: +3 (+1 eff.) Stun/Freeze immunity: +20% Spell crit. chance: +4% Healing mod.: +20% A belt that goes around your waist. |
| In main hand | Phoenixbraid (43-64 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Damage (Melee): +8 acid / +19 cold When wielded/worn: Armour penetration: +14 Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to reduce armor by 20% Damage when hit (Melee): 6 fire Changes resistances: +3% fire Changes resistances penetration: +20% fire Critical mult.: +31.00% Massive two-handed battleaxes. |
| On hands | Blazeviper (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Damage when hit (Melee): 4 arcane Changes resistances: +9% light Changes resistances penetration: +25% light Changes damage: +6% light / +15% blight Mental save: +5 (+2 eff.) Maximum life: +57.00 Light radius: +3 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Sulfurtooth (20 def, 50 armour)Requires: - Massive armour training - Strength 44 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +10% Defense: +20 (+9 eff.) Fatigue: -17% Changes stats: +4 Mag / +1 Cun / +8 Con Changes resistances: +8% mind / +25% fire / +12% nature / +25% darkness Changes resistances penetration: +10% blight Physical save: +64 (+16 eff.) Mental save: +21 (+7 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +100.00 Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
| Cloak | Glarevalor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +9% light / +2% physical Silence immunity: +10% Disarm immunity: +10% Confusion immunity: +20% Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Amaroddalagund the WretchlordInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% lightning / +1% physical / +6% nature Physical save: +18 (+5 eff.) Spell save: +18 (+6 eff.) Silence immunity: +20% Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +37% Life regen: +4.00 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (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. 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. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Rune of the Rift (530.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 673.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 25% * 7% chance to blind Changes damage: +9% light / +9% darkness Physical save: +13 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +14 (+5 eff.) Amulets make your neck look great! |
serendipitous gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Lck / +4 Str Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Obliterator (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 102 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
elemental dwarven-steel greatmaul of massacre (52-78 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 21 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +14% acid Changes damage: +21% acid Massive two-handed mauls. |
nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +5% light / +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Brenysta the dwarven-steel helm (6 def, 11 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +4 Wil Changes resistances: +4% all Changes damage: +9% mind Physical save: +10 (+3 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.16 Maximum hate: +2.00 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.dragonslayer& Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold A cap made of leather. |
dwarven-steel helm &039; (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Mag / +4 Wil / +4 Con Changes resistances: +6% mind Changes damage: +3% light Physical save: +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Revenant (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +0% Confusion immunity: +21% Pinning immunity: +30% Stun/Freeze immunity: +29% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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&YELLOWLASTYELLOWLASTANTIQUE_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. |
This item will automatically be transmogrified when you leave the level.high-capacity pouch of stralite shots of paradox (43/43, 46-56 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 46.5 - 55.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 43 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +7 temporal When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of stralite shots of crippling (21/21, 44-52 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +11.5% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.overpowered stralite torque of mindblast [power 480] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent&LASTANTIQUE_WHITE |
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. |
This item will automatically be transmogrified when you leave the level.focusing elven-wood wand of shielding [power 338] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Grendy the Dwarf Wyrmic level 33
10th Profit 123rd year of Ascendancy at 06:51 see stats
Against all odds
Killed Ukruk in the ambush.By Grendy the Dwarf Wyrmic level 33
18th Voratun 123rd year of Ascendancy at 03:37 see stats
Brave new world
Went to the Far East and took part in the war.By Grendy the Dwarf Wyrmic level 36
25th Profit 123rd year of Ascendancy at 10:53 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grendy the Dwarf Wyrmic level 8
25th Voratun 122nd year of Ascendancy at 07:23 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Grendy the Dwarf Wyrmic level 35
20th Profit 123rd year of Ascendancy at 18:37 see stats
Exterminator
Killed 1000 creatures.By Grendy the Dwarf Wyrmic level 18
11st Iron 123rd year of Ascendancy at 20:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grendy the Dwarf Wyrmic level 33
29th Voratun 123rd year of Ascendancy at 19:31 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Grendy the Dwarf Wyrmic level 33
20th Voratun 123rd year of Ascendancy at 07:36 see stats
Level 10
Got a character to level 10.By Grendy the Dwarf Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 08:22 see stats
Level 20
Got a character to level 20.By Grendy the Dwarf Wyrmic level 20
2nd Steel 123rd year of Ascendancy at 22:16 see stats
Level 30
Got a character to level 30.By Grendy the Dwarf Wyrmic level 30
8th Voratun 123rd year of Ascendancy at 22:31 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Grendy the Dwarf Wyrmic level 19
25th Iron 123rd year of Ascendancy at 12:35 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grendy the Dwarf Wyrmic level 26
44th Steel 123rd year of Ascendancy at 10:42 see stats
Size is everything
Did over 1500 damage in one attack.By Grendy the Dwarf Wyrmic level 31
15th Voratun 123rd year of Ascendancy at 00:05 see stats
Size matters
Did over 600 damage in one attack.By Grendy the Dwarf Wyrmic level 25
38th Steel 123rd year of Ascendancy at 20:25 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Grendy the Dwarf Wyrmic level 36
20th Profit 123rd year of Ascendancy at 22:49 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Grendy the Dwarf Wyrmic level 5
19th Voratun 122nd year of Ascendancy at 03:27 see stats
That was close
Killed your target while having only 1 life left.By Grendy the Dwarf Wyrmic level 36
44th Profit 123rd year of Ascendancy at 02:35 see stats
The Arena
Unlocked Arena mode.By Grendy the Dwarf Wyrmic level 9
31st Voratun 122nd year of Ascendancy at 13:45 see stats
The Rat Lich
Killed the terrible Rat Lich.By Grendy the Dwarf Wyrmic level 22
15th Steel 123rd year of Ascendancy at 03:31 see stats
The secret city
Discovered the truth about mages.By Grendy the Dwarf Wyrmic level 12
22nd Profit 122nd year of Ascendancy at 22:56 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Grendy the Dwarf Wyrmic level 22
13rd Steel 123rd year of Ascendancy at 23:41 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Grendy the Dwarf Wyrmic level 26
8th Stralite 123rd year of Ascendancy at 12:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grendy the Dwarf Wyrmic level 19
2nd Steel 123rd year of Ascendancy at 21:51 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Grendy the Dwarf Wyrmic level 32
17th Voratun 123rd year of Ascendancy at 14:19 see stats
Log
Bane of Confusion from Orc necromancer hits Grendy for 20 darkness damage.
Melee retaliation hits Faerlhing for 6 light, 10 darkness, 9 fire, 32 cold, 4 arcane (60 total damage).
Faerlhing hits Grendy for 1 nature damage.
Acid Splash from Grendy hits Faerlhing for 15 acid damage.
Faerlhing&fbd578LASTPURPLELASTLAST039;s arcane area effect hits Black bear for 214 arcane damage.
Ninurlhing&fbd578LASTGREENLASTLAST039;s acid area effect hits Faerlhing for (11 ignored), 0 acid (0 total damage).
Talent Venomous Breath is ready to use.
Bane of Confusion from Orc necromancer hits Grendy for 20 darkness damage.
Faerlhing casts Manaflow.
Faerlhing starts to surge mana.
Grendy is confused and fails to use Sudden Growth.
Faerlhing&fbd578LASTPURPLELASTLAST039;s acid area effect hits Grendy for 6 acid damage.
Ninurlhing&GREENLASTLASTGREENLASTLASTUID:238929:0fbd578LASTLASTLASTfbd578LASTGREYLASTLASTLAST039;s arcane area effect hits Grendy for 182 arcane damage.
Ninurlhing&fbd578LASTGREENLASTLAST039;s acid area effect hits Faerlhing for 11 acid damage.
Faerlhing casts Manathrust.
Acid Splash from Grendy hits Faerlhing for 14 acid damage.
Faerlhing hits Grendy for 148 arcane damage.
Grendy the level 37 dwarf wyrmic was energised to death by a faerlhing on level 2 of Ardhungol.






































































































