Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Blood Mage |
| Level / Exp | 42 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 15 on the 6th Steel 123rd year of Ascendancy at 18:41 0 / 9Killed by Zuburiawyn the Guardian at level 21 on the 33rd Stralite 123rd year of Ascendancy at 14:25 Killed by dread at level 27 on the 8th Loss 123rd year of Ascendancy at 19:31 Killed by Islorianne the cave troll at level 33 on the 22nd Steel 124th year of Ascendancy at 23:45 Killed by Belina the black bear at level 37 on the 2nd Acquisition 124th year of Ascendancy at 15:11 Killed by orc corruptor at level 41 on the 13rd Loss 124th year of Ascendancy at 12:57 Killed by fire drake at level 42 on the 19th Loss 124th year of Ascendancy at 16:52 Killed by Fyrk, Faeros High Guard at level 42 on the 19th Loss 124th year of Ascendancy at 22:39 Killed by Fyrk, Faeros High Guard at level 42 on the 19th Loss 124th year of Ascendancy at 23:07 |
Primary Stats
| Strength | 45 (base 28) |
| Dexterity | 17 (base 10) |
| Constitution | 104.48204882131 (base 60) |
| Magic | 100 (base 60) |
| Willpower | 38 (base 10) |
| Cunning | 59 (base 30) |
Resources
| Life | -20/1639 |
| Mana | 486/486 |
| Vim | 0/102 |
| Healing Factor | 1.668115942029 |
| Regeneration | 3.5030434782609 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 217 |
| Accuracy | 47 |
| Crit Chance | 20% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.1 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Offense: Damage Penetration
| All | +0% |
Defense: Base
| Armour (hardiness) | 103.20369589297 (100%) |
| Defense | 20.739815295705 |
| Ranged Defense | 20.739815295705 |
| Fatigue | 36 |
| Physical Save | 68.110929271864 |
| Spell Save | 41.475 |
| Mental Save | 40.358333333333 |
Defense: Resistances
| All | 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 31% |
| Silence Resistance | 32% |
| Bleed Resistance | 67% |
| Confusion Resistance | 30% |
| Knockback Resistance | 100% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 525 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic 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 713% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -418 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Trauma | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Corruption / Pyre | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood spear | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Corruption / Blood magic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Blood Spear |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Your body is cauterizing, burning for 16.36 damage each turn. Cauterize |
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 |
You have created a portal back to Maj&039;s request to study it. You must now look for the athame and diamond in Reknor. Back and there againYou brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 ice 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | 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. | 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&WHITEREDWHITELIGHT_GREEN039;ve found the needed vial of greater demon bile. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed bear paw. * You&WHITEREDWHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. * You&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
The Doom of the World! | completed |
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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITELIGHT_GREEN | 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&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
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 | Mayisenor the Brightravager (0 def, 12 armour) Mayisenor the Brightravager (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: -3% Damage when hit (Melee): 16 temporal Changes stats: +4 Cun / +4 Con Changes resistances: +11% acid / +6% light / +7% fire / +11% lightning / +11% cold Maximum encumbrance: +31 Physical save: +27 (+7 eff.) Mental save: +22 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 85/150) : Effective talent level: 4.0 Power cost: 80 out of 85/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 32.80 cold damage and 34.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +9 Mag / +8 Wil / +5 Cun Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 54.69 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | gold ring &039; gold ring &039;Requires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +10% lightning Changes damage: +9% arcane / +9% lightning Silence immunity: +32% Stun/Freeze immunity: +20% Life regen: +1.70 Mana each turn: +0.16 Spellpower: +9 (+2 eff.) Rings can have magical properties. This item has been sent to the Item& |
| On fingers | wizard& wizard&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +6 Cun / +5 Mag Spell save: +10 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element) Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 200% Mag Damage type: Fire Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 15 power out of 15/15. The flames of Mal& |
| On hands | Zoromirain (0 def, 3 armour) Zoromirain (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +3 Changes stats: +2 Dex / +3 Mag / +3 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +6% arcane / +3% temporal Physical save: +19 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +31% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 16/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | murderer& murderer&Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +3 Mag / +4 Wil / +2 Cun Spell crit. chance: +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 | Ce& Ce&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +1 Str / +10 Mag Grants telepathy: Humanoid/Orc Infravision radius: +1 See invisible: +6 Amulets can have magical properties. |
Inventory
manasurge rune of the wizard (1309% regen over 10 turns; 65 instant mana) manasurge rune of the wizard (1309% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1309% for 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (224 acid damage; dur 5; apply 66) acid wave rune of the wizard (224 acid damage; dur 5; apply 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 224.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 66. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (66 cold damage; 21 apply power)biting gale rune (66 cold damage; 21 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 66.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 21. The deep cold also crystalizes your mind, removing one random detrimental mental effect 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 ability. |
This item will automatically be transmogrified when you leave the level. lightning rune of the psychic (411 lightning damage)lightning rune of the psychic (411 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 137.12 to 411.37 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope 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! Most of them function better with a high Magic score. |
Dairalathafast DairalathafastRequires: - Level 15 Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Mag / +8 Wil Changes damage: +5% physical / +5% temporal / +4% light / +5% darkness Grants telepathy: Demon/Minor Demon/Major Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Infravision radius: +1 Amulets can have magical properties. This item has been sent to the Item& |
stralite amulet &039; stralite amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +4 Con Changes resistances: +3% blight / +12% fire Talent mastery: +0.21 Corruption / Hexes Critical mult.: +10.00% Physical save: +15 (+4 eff.) Blindness immunity: +15% Stun/Freeze immunity: +20% Life regen: +2.10 Maximum life: +35.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Archery excellence +0.30 Technique / Shield offense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
This item will automatically be transmogrified when you leave the level. elemental stralite battleaxe of shearing (46.5-69.75 power, 3 apr)elemental stralite battleaxe of shearing (46.5-69.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +13 Changes resistances penetration: +12% acid / +13% physical / +16% cold / +16% lightning / +20% fire Changes damage: +13% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun mace of purging (44.5-62.3 power, 6 apr)quick voratun mace of purging (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +15 nature When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +2 Dex Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows (22/22, 53-74.2 power, 18 apr)quiver of dragonbone arrows (22/22, 53-74.2 power, 18 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
This item will automatically be transmogrified when you leave the level. noble&noble& Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Wil Reduced damage from: +22% Summoned Mental save: +12 (+4 eff.) Maximum life: +100.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour)blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Wil / +5 Con Changes resistances penetration: +9% physical Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. werebeast&werebeast& Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +2 Dex / +3 Cun / +2 Con Changes resistances: -20% light / +11% cold Allows you to breathe in: water Life regen: +2.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. 2 moonstone2 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
This item will automatically be transmogrified when you leave the level. nightwalker&nightwalker& Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +5 Wil Critical mult.: +11.00% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof& Rungof&Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
Rod of Recall (1/1) 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, costing 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. |
This item will automatically be transmogrified when you leave the level. tentacled dragonbone totem of thorny skin [power 73] (11/20 cooldown)tentacled dragonbone totem of thorny skin [power 73] (11/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 73 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Iderzi the Dwarf Blood Mage level 29
17th Loss 123rd year of Ascendancy at 20:48 see stats
Against all odds
Killed Ukruk in the ambush.By Iderzi the Dwarf Blood Mage level 29
13rd Loss 123rd year of Ascendancy at 14:46 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Iderzi the Dwarf Blood Mage level 22
13rd Voratun 123rd year of Ascendancy at 13:19 see stats
Arachnophobia
Destroyed the spydric menace.By Iderzi the Dwarf Blood Mage level 38
28th Profit 124th year of Ascendancy at 10:18 see stats
Brave new world
Went to the Far East and took part in the war.By Iderzi the Dwarf Blood Mage level 31
8th Shortage 123rd year of Ascendancy at 09:49 see stats
Bringer of Doom
Killed a Bringer of Doom.By Iderzi the Dwarf Blood Mage level 26
5th Loss 123rd year of Ascendancy at 09:20 see stats
Clone War
Destroyed your own Shade.By Iderzi the Dwarf Blood Mage level 40
17th Dearth 124th year of Ascendancy at 19:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Iderzi the Dwarf Blood Mage level 7
25th Voratun 122nd year of Ascendancy at 08:53 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Iderzi the Dwarf Blood Mage level 41
15th Loss 124th year of Ascendancy at 05:30 see stats
Destroyer of the creation
Killed Slasul.By Iderzi the Dwarf Blood Mage level 39
15th Wealth 124th year of Ascendancy at 05:12 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Iderzi the Dwarf Blood Mage level 30
3rd Shortage 123rd year of Ascendancy at 10:33 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Iderzi the Dwarf Blood Mage level 40
10th Loss 124th year of Ascendancy at 11:16 see stats
Exterminator
Killed 1000 creatures.By Iderzi the Dwarf Blood Mage level 16
11st Steel 123rd year of Ascendancy at 09:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Iderzi the Dwarf Blood Mage level 23
3rd Acquisition 123rd year of Ascendancy at 20:12 see stats
Fear me not!
Survived the Fearscape!By Iderzi the Dwarf Blood Mage level 23
16th Dearth 123rd year of Ascendancy at 05:37 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Iderzi the Dwarf Blood Mage level 38
4th Wealth 124th year of Ascendancy at 07:45 see stats
Level 10
Got a character to level 10.By Iderzi the Dwarf Blood Mage level 10
29th Wealth 122nd year of Ascendancy at 23:09 see stats
Level 20
Got a character to level 20.By Iderzi the Dwarf Blood Mage level 20
35th Steel 123rd year of Ascendancy at 08:51 see stats
Level 30
Got a character to level 30.By Iderzi the Dwarf Blood Mage level 30
27th Loss 123rd year of Ascendancy at 12:12 see stats
Level 40
Got a character to level 40.By Iderzi the Dwarf Blood Mage level 40
17th Dearth 124th year of Ascendancy at 19:49 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Iderzi the Dwarf Blood Mage level 14
19th Shortage 122nd year of Ascendancy at 22:40 see stats
Size matters
Did over 600 damage in one attack.By Iderzi the Dwarf Blood Mage level 30
28th Loss 123rd year of Ascendancy at 19:53 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Iderzi the Dwarf Blood Mage level 31
3rd Shortage 123rd year of Ascendancy at 19:55 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Iderzi the Dwarf Blood Mage level 4
20th Voratun 122nd year of Ascendancy at 01:16 see stats
The Arena
Unlocked Arena mode.By Iderzi the Dwarf Blood Mage level 11
11st Dearth 122nd year of Ascendancy at 23:26 see stats
The secret city
Discovered the truth about mages.By Iderzi the Dwarf Blood Mage level 7
2nd Wealth 122nd year of Ascendancy at 08:08 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Iderzi the Dwarf Blood Mage level 26
6th Loss 123rd year of Ascendancy at 01:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Iderzi the Dwarf Blood Mage level 17
17th Steel 123rd year of Ascendancy at 03:21 see stats
Unstoppable
Returned from the dead.By Iderzi the Dwarf Blood Mage level 42
19th Loss 124th year of Ascendancy at 22:39 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Iderzi the Dwarf Blood Mage level 28
12nd Loss 123rd year of Ascendancy at 03:18 see stats
Log
Iderzi&LAST039;s Blood Grasp hits Something for 265 blight damage.
Iderzi receives 221 healing from Something.
Iderzi stops regenerating health quickly.
Fyrk, Faeros High Guard&fbd578LASTLIGHT_REDLASTLAST039;s cleansing fire area effect hits Iderzi for 30 fire damage.
Fyrk, Faeros High Guard&LIGHT_REDLASTLAST039;s cleansing fire area effect hits Iderzi for 30 fire damage.
Fyrk, Faeros High Guard&LIGHT_REDLASTLASTfbd578LASTLIGHT_REDLASTLASTfbd578LASTLIGHT_REDLASTLASTLASTLAST039;s cleansing fire area effect hits Iderzi for 30 fire damage.
Fyrk, Faeros High Guard&LIGHT_REDLASTLAST039;s cleansing fire area effect hits Iderzi for 30 fire damage.
Iderzi stops burning.
Cauterize hits Iderzi for 17 fire damage.
Iderzi casts Searing Ire.
Iderzi misses Something.
Iderzi&
Something misses Iderzi.
Iderzi hits Something for 55 acid damage.
Fyrk, Faeros High Guard&fbd578LASTLIGHT_REDLASTLAST039;s cleansing fire area effect hits Something for 0 fire damage.
Talent Searing Beam is ready to use.
Cauterize hits Iderzi for 17 fire damage.
Fyrk, Faeros High Guard casts Flame.
Saving game...
