










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Items Vault 1.7.6Donators/Buyers bonus! Wyarm Evolution for Wyrmic 1.7.6Adds Wyarm evolution for Wyrmic. - Wyarm Combat Mastery: The mastery talent for unarmed combat. All icons were made by https://game-icons.net/ . 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 | Nightmare Adventure |
| Sex | Male |
| Race | Thug |
| Class | Wyrmic |
| Level / Exp | 16 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Xanoriara the large brown snake at level 16 on the 33rd Haze 122nd year of Ascendancy at 06:01 4 / 2Killed by Drako at level 16 on the 33rd Haze 122nd year of Ascendancy at 06:06 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 43) |
| Dexterity | 17 (base 10) |
| Constitution | 19 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 45 (base 33) |
| Cunning | 16 (base 10) |
Resources
| Life | 564/564 |
| Stamina | 246/246 |
| Equilibrium | 0 |
| Healing Factor | 1.4791723257556 |
| Regeneration | 19.682715022171 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.13001655783% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 6 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 37 |
| Crit Chance | 17% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +26% |
| Temporal | +6% |
| All | +0% |
| Physical | +8% |
| Cold | +11% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +13% |
| Arcane | +5% |
| Cold | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 20.335093952971 (47.857809501309%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 13 |
| Physical Save | 29 |
| Spell Save | 20 |
| Mental Save | 23 |
Defense: Resistances
| Acid | 16%( 70%) |
| Arcane | 5%( 70%) |
| Cold | 33%( 70%) |
| All | 0%( 70%) |
| Lightning | 5%( 70%) |
| Light | 6%( 70%) |
| Physical | 8%( 70%) |
| Mind | 9%( 70%) |
| Fire | 23%( 70%) |
| Nature | 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 27% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Constitution 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| 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 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thug | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed black mamba head. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. * You&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; * You&WHITELIGHT_GREEN039;ve found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. * &039;re creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.& | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots &039; (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Dex Changes damage: +6% temporal Stamina each turn: +0.40 Maximum stamina: +14.00 Light radius: +1 See invisible: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
| Light source | survivor&Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +5 Healing mod.: +10% 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 | Torchfist the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +3 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +9% mind Changes damage: +6% fire Only die when reaching: -40.00 life A cap made of leather. |
| Tool | Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Silyna the RotmaimInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% fire / +22% cold Changes resistances penetration: +20% nature Changes damage: +11% cold Disarm immunity: +10% Pinning immunity: +10% Life regen: +4.00 Rings make your fingers look great! |
| Around waist | rough leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +6% fire / +5% arcane / +6% cold Changes resistances penetration: +5% arcane / +5% cold Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
| In main hand | warbringer&Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +17% Massive two-handed mauls. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 50.16 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | impenetrable iron mail armour of acid resistance (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid A suit of armour made of mail. |
| Cloak | Snowbile (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +2 Cun / +1 Dex Changes resistances: +6% light Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Poraba the PhoenixoozerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +5 (+3 eff.) Changes stats: +1 Con / +1 Wil Changes resistances: +5% physical Changes damage: +15% fire Stamina each turn: +0.40 Only die when reaching: -80.00 life Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 458%; 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 increase movement speed by 458% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 25%; physical; dur 2; cd 11)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: 11 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
Hundur the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +7% physical Reduces incoming crit damage: 5.00% Spell save: +9 (+4 eff.) Poison immunity: +20% Knockback immunity: +10% Stamina each turn: +0.30 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mental crit. chance: +1% Amulets make your neck look great! |
clarifying steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% mind Confusion immunity: +24% Amulets make your neck look great! |
cleansing copper amulet of mastery (0.13 Wild-gift / Fire drake aspect)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +11% blight Talent mastery: +0.13 Wild-gift / Fire drake aspect Poison immunity: +22% Disease immunity: +22% Amulets make your neck look great! |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
insulating copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
savage&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+5 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Uluruintir the steel battleaxe (18-26 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 darkness Damage against: +13% Living When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+4 eff.) Changes stats: +7 Str / +6 Dex / +10 Mag / +13 Wil / +7 Cun / +7 Con Critical mult.: +10.00% Mental save: +9 (+5 eff.) Maximum psi: +30.00 Mindpower: +15 (+8 eff.) Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Airviper (28-41 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.5 - 41.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +8 acid Damage (radius 2) on crit: +16 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Changes damage: +15% lightning Massive two-handed mauls. |
thought-forged steel greatmaul of erosion (26-39 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 21 Damage (Melee): +9 mind / +10 nature When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed mauls. |
Mayamissra the iron greatsword (18-28 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16 arcane resource burn Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +8 acid When wielded/worn: Armour: +6 Changes resistances: +12% acid Changes resistances penetration: +5% mind Mindpower: +10 (+5 eff.) Massive two-handed swords. |
BurnsweeperInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +5 Str / +2 Mag Physical save: +5 (+3 eff.) Mindpower: +3 (+2 eff.) Light radius: +2 A belt that goes around your waist. |
insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Life regen: +0.60 Healing mod.: +12% A belt that goes around your waist. |
noble&Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +16% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
rough leather belt &039;Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Pinning immunity: +10% Stun/Freeze immunity: +20% Life regen: +0.60 Maximum psi: +10.00 Mental crit. chance: +1% Healing mod.: +11% A belt that goes around your waist. |
rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
linen cloak &039; (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes damage: +3% lightning / +9% mind Critical mult.: +5.00% Equilibrium when hit: +0.04 Maximum hate: +2.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of battle (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +2 Wil Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+5 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
verdant linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% all Changes damage: +6% nature Poison immunity: +20% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
Barkgasher (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Fatigue: +3% Changes resistances: +12% nature / +12% temporal Physical save: +6 (+3 eff.) Mental save: +13 (+7 eff.) Disarm immunity: +28% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lisedawe the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +2.0% Physical power: +10 (+4 eff.) Armour: +1 Changes stats: +3 Dex / +5 Con Physical save: +9 (+5 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% 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. |
Coalire (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Wil Changes resistances: +12% lightning Changes resistances penetration: +10% arcane / +5% lightning Changes damage: +12% darkness Mindpower: +3 (+2 eff.) A cap made of leather. |
Isama the Dimdeath (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +3% darkness / +6% fire / +9% mind / +6% cold A pointy cloth hat, very wizardly... |
cleansing rough leather armour of lightning resistance (3 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +16% lightning / +11% nature / +11% blight A suit of armour made of leather. |
marauder&Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Fatigue: +7% Changes stats: +5 Str / +4 Dex Changes resistances: +17% acid Physical save: +6 (+3 eff.) A suit of armour made of leather. |
reinforced leather armour &039; (19 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +7 Defense: +19 (+10 eff.) Fatigue: +8% Changes stats: +8 Str / +8 Dex / +5 Mag / +6 Wil / +5 Cun Changes resistances: +25% lightning Physical save: +9 (+5 eff.) Disease immunity: +15% Maximum life: +38.00 Movement speed: +20% A suit of armour made of leather. It was changed by the digestive sack. |
13 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. |
179 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. |
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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
VoregayakiraInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +1 Cun / +3 Wil Changes resistances: +3% all Changes resistances penetration: +10% acid Spell save: +6 (+3 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +3% 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. |
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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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. |
elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
5 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. |
14 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
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Drako the Thug Wyrmic level 14
73rd Dusk 122nd year of Ascendancy at 07:55 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Drako the Thug Wyrmic level 8
9th Dusk 122nd year of Ascendancy at 00:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Drako the Thug Wyrmic level 10
17th Dusk 122nd year of Ascendancy at 04:44 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Drako the Thug Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 13:43 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Drako the Thug Wyrmic level 16
33rd Haze 122nd year of Ascendancy at 06:06 see stats
Log
Drako is back to normal.
Drako uses Infusion: Healing.
Drako gains 1% of a turn from Ancestral Life.
Drako receives 90 healing from Infusion: Healing.
Xanoriara the large brown snake uses Slash.
Drako has a cursed wound!
Drako thugs the damage out!
Xanoriara the large brown snake hits Drako for 201 physical damage.
Melee retaliation hits Xanoriara the large brown snake for (33 rampage shugs off), 0 cold (0 total damage).
Shadow casts Phase Door.
Xanoriara the large brown snake has shrugged off 33 damage and is ready for more.
Talent Ice Claw is ready to use.
Talent Nature&LASTDominate.
Drako has been dominated!
Xanoriara the large brown snake hits Drako for 145 physical damage.
Melee retaliation hits Xanoriara the large brown snake for (33 rampage shugs off), 0 cold (0 total damage).
Drako the level 16 thug wyrmic was bludgeoned to death by Xanoriara the large brown snake on level 4 of The Maze.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Xanoriara the large brown snake killed Drako!
Saving game...
Talent Bellowing Roar is ready to use.
Talent Wing Buffet is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!






















































































