Juan the level 29 Higher Wyrmic by Dougiegee

'Juan the level 29 Higher Wyrmic' by user Dougiegee


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
- Bug-fixes for ToME beta 37 3.9.37
NameJuan
SexMale
TypeHigher Wyrmic
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level29
Exp27%
Gold2158
Died
  • Killed by skeleton warrior at level 6 on the 9th Flare 122nd year of Ascendancy at 16:03
  • Killed by Urkis, the High Tempest at level 20 on the 58th Regrowth 123rd year of Ascendancy at 07:29
  • Killed by snow giant boulder thrower at level 21 on the 70th Regrowth 123rd year of Ascendancy at 15:18
  • Killed by skeleton warrior at level 23 on the 9th Pyre 123rd year of Ascendancy at 20:37
  • Killed by elven guard at level 24 on the 14th Pyre 123rd year of Ascendancy at 11:39
  • Killed by faerlhing at level 25 on the 63rd Pyre 123rd year of Ascendancy at 07:38
  • Killed by orc necromancer at level 29 on the 51st Dusk 123rd year of Ascendancy at 17:45
  • Killed by storm wyrm at level 29 on the 51st Dusk 123rd year of Ascendancy at 17:59
8 times (now dead)
Primary Stats
Strength55
Dexterity29
Magic11
Willpower55
Cunning13
Constitution45

Resources
Life-49/901
Stamina294/324
Equilibrium24
Inscriptions (3/3)
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to increase movement speed by 681% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Movement
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 281 life over 5 turns.
Its effects scale with your Dexterity stat.
Regeneration
Infusion
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 20% for 5 turns.
Its effects scale with your Willpower stat.
Wild

Offense
Accuracy (main Hand)37
Damage (main Hand)69
APR (main Hand)10
Crit (main Hand)17%
Speed (main Hand)1.00
Spellpower11
Spell Crit1
Spell Speed1
Cold Damage20%
Nature Damage14%
Defense
Fatigue39
Armour61
Armour Hardiness65
Defense30
Ranged Defense37
Physical Save48
Spell Save27
Mental Save23
All Resists(cap) 12%( 70%)
Physical Resist(cap) 18%( 70%)
Fire Resist(cap) 36%( 70%)
Cold Resist(cap) 59%( 70%)
Lightning Resist(cap) 36%( 70%)
Nature Resist(cap) 24%( 70%)
Blight Resist(cap) 34%( 70%)
Poison Resistance13%
Bleed Resistance30%
Confusion Resistance13%
Blind Resistance0%
Disarm Resistance6%
Pinning Resistance0%
Stun Resistance55%
Knockback Resistance95%

Talents
Race / Higher(mastery 1.00)
  • Gift Of The Highborn (generic)
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: instant
Description: Call upon the gift of the highborn to regenerate your body for 32 life every turn for 10 turns.
The life healed will increase with the Willpower stat.
1/5
  • Overseer Of Nations (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.
Their nature grants them better senses than other humans.
Increase maximum sight range by 0.
0/5
  • Born Into Magic (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.
Increase spell save by +0 and arcane resistance by 0%.
0/5
  • Highborn's Bloom (generic)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate some of your inner magic, manipulating the world to be in a better shape for you.
Restores 4 stamina, 7 mana, -6 equilibrium, 4 vim, 2 positive and negative energies, -6 paradox and 3 psi energy.
The effect increases with your Constitution.
0/5
Technique / Two-handed Weapons(mastery 1.10)
  • Death Dance (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 41.7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
0/5
  • Berserker (class)
Effective talent level: 0.0
Use mode: Sustained
Stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Enters an aggressive battle stance, increasing accuracy by 5 and damage by 5 at the cost of -10 defense and -10 armor.
While berserking you are nearly unstoppable, granting 0% stun and pinning resistance.
Accuracy increase with your Dexterity stat and damage with your Strength stat
0/5
  • Warshout (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 41.7
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Shout your warcry in a frontal cone of radius 3. Any targets caught inside will be confused for 3 turns.
0/5
  • Death Blow (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 41.7
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Tries to perform a killing blow doing 80% weapon damage, granting an automatic critical hit. If the target ends up with low enough life(<20%) it might be instantly killed.
At level 4 it drains all remaining stamina and uses it to increase the blow damage by 50% of it.
Chance to instant kill will increase with your Strength stat.
0/5
Technique / Shield Offense(mastery 1.10)
  • Shield Pummel (class)
Effective talent level: 5.5
Use mode: Activated
Stamina cost: 11.12
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hits the target with two shield strikes doing 173% and 214% shield damage. If it hits a second time it stuns target for 5 turns
The damage multiplier increases with your Strength and second strike with Shield Expertise talent level.
5/5
  • Riposte (class)
Effective talent level: 1.1
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When you block/avoid a melee blow you have a 7% chance to get a free, automatic melee attack against your foe. Your chances increase with dexterity.
1/5
  • Overpower (class)
Effective talent level: 4.4
Use mode: Activated
Stamina cost: 30.58
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hits the target with your weapon doing 127% and two shield strikes doing 127% damage, trying to overpower your target.
If the last attack hits, the target is knocked back. The chance for knock back increases with talent level.
4/5
  • Assault (class)
Effective talent level: 1.1
Use mode: Activated
Stamina cost: 22.24
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hits the target with your shield doing 123% damage. If it hits, you follow up with two weapon strikes which are automatic critical hits.
1/5
Technique / Combat Techniques(mastery 1.00)
  • Precise Strikes (class)
Effective talent level: 5.0
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your strikes, reducing your attack speed by 10% and increasing your accuracy by 14 and critical chance by 10%.
The effects will increase with your Dexterity stat.
5/5
  • Rush (class)
Effective talent level: 1.0
Use mode: Activated
Stamina cost: 30.58
Range: 6.00
Cooldown: 36
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage.
If the attack hits the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
1/5
  • Perfect Strike (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 13.9
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Description: You have learned to focus your blows to hit your target, granting +100 accuracy for 1 turns.
0/5
  • Blinding Speed (class)
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 34.75
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: instant
Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 0% for 5 turns.
0/5
Technique / Combat Veteran(mastery 1.00)
  • Quick Recovery (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your combat focus allows you to regenerate stamina faster (+0.00 stamina/turn).
0/5
  • Fast Metabolism (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your combat focus allows you to regenerate life faster (+0.00 life/turn).
0/5
  • Spell Shield (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Rigorous training allows you to be more resistant to some spell effects. (+0 spell save).
0/5
  • Unending Frenzy (class)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You revel in the death of your foes, regaining 0 stamina with each death.
0/5
Technique / Combat Training(mastery 1.00)
  • Thick Skin (generic)
Effective talent level: 4.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 12%
4/5
  • Armour Training (generic)
Effective talent level: 7.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teaches the usage of armours. Increases armour value by 10 and reduces chance to be critically hit by 13% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by 35%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.

7/10
  • Combat Accuracy (generic)
Effective talent level: 5.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 25.
5/10
  • Weapons Mastery (generic)
Effective talent level: 3.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 15. Also increases damage done with swords, axes, maces by 27%
3/10
  • Knife Mastery (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 0. Also increases damage done with knives by 0%
0/10
Wild-gift / Call Of The Wild(mastery 1.20)
  • Meditation (generic)
Effective talent level: 1.2
Use mode: Activated
Range: 10.00
Cooldown: 150
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Meditate on your link with Nature. You are considered dazed for 16 turns
Each turn you regenerate 1 equilibrium and 22 at the end.
If you are hit while meditating you will stop.
Meditating require peace and quiet and may not be cast with hostile creatures in sight.
The effects will increase with your Willpower stat.
1/5
  • Nature's Touch (generic)
Effective talent level: 4.8
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Touch a target (or yourself) to infuse it with Nature, healing it for 212(heal does not work on undead).
Heal will increase with your Willpower stat.
4/5
  • Earth's Eyes (generic)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 3
Range: 100.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Using your connection to Nature you can see remote areas in a radius of 3.
0/5
  • Nature's Balance (generic)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: 10.00
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your deep link with Nature allows you to reset the cooldown of 2 of your wild gifts of level 0 or less.
0/5
Wild-gift / Harmony(mastery 1.20)
  • Waters Of Life (generic)
Effective talent level: 1.2
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 6 turns all poisons and diseases will heal you instead of damaging you.
When activated it also heals you for 16 life per diseases or poisons on you.
The healing will increase with your Willpower stat.
1/5
  • Elemental Harmony (generic)
Effective talent level: 2.4
Use mode: Sustained
Equilibrium cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements you gain a special effect for 8 turns. This can only happen every 8 turns.
Fire: +25% global speed
Cold: +8 armour
Lightning: +2 to all stats
Acid: +9.80 life regen
Nature: +8% to all resists
2/5
  • One With Nature (generic)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Commune with nature, removing the infusion saturation effect and reducing the cooldown of 0 infusions by 1 turns.
0/5
  • Healing Nexus (generic)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 24
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A wave a natural energies flow around you in a radius of 1, all creatures hit will suffer healing nexus for 3 turns.
While under the effect all healing done to the creature will instead heal you for 40% of the heal value (and no healing at all goes to the target).
Each heal leeched will also restore 5 equilibrium
0/5
Wild-gift / Antimagic(mastery 1.00)
  • Resolve (generic)
Effective talent level: 2.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You stand in the way of magical damage. That which does not kill you makes you stronger.
Each time you are hit by a magical damage you get a 11% resistance to this elemental for 7 turns.
If antimagic shield is not active you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium by 2 and increasing your stamina by 4.
The effects will increase with your Willpower stat.
2/5
  • Aura Of Silence (generic)
Effective talent level: 3.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Let out a burst of sound that silences for 4 turns all those affected in a radius of 8, including the user.
The silence chance will increase with your Willpower stat.
3/5
  • Antimagic Shield (generic)
Effective talent level: 0.0
Use mode: Sustained
Equilibrium cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Surround yourself with a shield that will absorb at most 4 magical or elemental damage per attack.
Each time damage is absorbed your equilibrium increases by 1 for every 30 points of damage and a check is made, if it fails the shield will crumble.
Damage shield can absorb will increase with your Willpower stat.
0/5
  • Mana Clash (generic)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Drain 22 mana, 11 vim, 5 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is 130% of the mana drained, 260% of the vim drained, 520% of the positive or negative energy drained, whichever is higher.
The effect will increase with your Willpower stat.
0/5
Wild-gift / Sand Drake Aspect(mastery 1.30)
  • Swallow (class)
Effective talent level: 6.5
Use mode: Activated
Equilibrium cost: 4
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Attack the target for 157% nature weapon damage.
If the attack brings your target below 30% life (or kills it) you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
Each point in sand drake talents also increases your physical resistance by 0.5%.
5/5
  • Quake (class)
Effective talent level: 1.3
Use mode: Activated
Equilibrium cost: 4
Range: 10.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You slam your foot onto the ground, shaking the area around you in a radius of 3.
Creatures caught by the quake will be damaged for 26 and knocked back up to 4 titles away.
The terrain will also be moved around within the quake's radius.
The damage will increase with the Strength stat.
Each point in sand drake talents also increases your physical resistance by 0.5%.
1/5
  • Burrow (class)
Effective talent level: 2.6
Use mode: Activated
Equilibrium cost: 50
Range: 10.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Allows you to burrow into walls for 13 turns.
Each point in sand drake talents also increases your physical resistance by 0.5%.
2/5
  • Sand Breath (class)
Effective talent level: 6.5
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You breathe sand in a frontal cone of radius 9. Any target caught in the area will take 177.96 physical damage and be blinded for 7 turns.
The damage will increase with the Strength stat.
Each point in sand drake talents also increases your physical resistance by 0.5%.
5/5
Wild-gift / Fire Drake Aspect(mastery 1.30)
  • Bellowing Roar (class)
Effective talent level: 2.6
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 4.
Each point in fire drake talents also increases your fire resistance by 1%.
2/5
  • Wing Buffet (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You summon a powerful gust of wind, knocking back your foes within a radius of 4 up to 4 tiles away and damaging them for 5.
The damage will increase with the Strength stat.
Each point in fire drake talents also increases your fire resistance by 1%.
0/5
  • Devouring Flame (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10.00
Cooldown: 35
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Spit a cloud of flames doing 6.12 fire damage in a radius of 2 each turn for 2 turns.
The damage will increase with the Willpower stat.
Each point in fire drake talents also increases your fire resistance by 1%.
0/5
  • Fire Breath (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You breathe fire in a frontal cone of radius 4. Any target caught in the area will take 26.56 fire damage over 3 turns.
The damage will increase with the Strength stat.
Each point in fire drake talents also increases your fire resistance by 1%.
0/5
Wild-gift / Cold Drake Aspect(mastery 1.30)
  • Ice Claw (class)
Effective talent level: 2.6
Use mode: Activated
Equilibrium cost: 3
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You call upon the mighty claw of a cold drake, doing 172% weapon damage as cold damage.
At level 4 the attack becomes pure ice, giving a chance to freeze the target.
Each point in cold drake talents also increases your cold resistance by 1%.
2/5
  • Icy Skin (class)
Effective talent level: 6.5
Use mode: Sustained
Equilibrium cost: 30
Range: 10.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin forms icy scales, damaging all that hit you for 32.19 cold damage and increasing your armor by 23.
Each point in cold drake talents also increases your cold resistance by 1%.
5/5
  • Ice Wall (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Summons an icy wall of 3 length for 4 turns. Ice walls are transparent.
Each point in cold drake talents also increases your cold resistance by 1%.
0/5
  • Ice Breath (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You breathe ice in a frontal cone of radius 4. Any target caught in the area will take 25.43 cold damage and has a 25% to be frozen for a few turns(higher rank enemies will be frozen for a shorter time).
The damage will increase with the Strength stat.
Each point in cold drake talents also increases your cold resistance by 1%.
0/5
Wild-gift / Storm Drake Aspect(mastery 1.30)
  • Lightning Speed (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 10
Range: 10.00
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You transform into pure lightning, moving 400% faster for 1 game turns.
Also provides 30% physical damage resistance and 100% lightning resistance.
Any actions other than moving will stop this effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Each point in storm drake talents also increases your lightning resistance by 1%.
0/5
  • Static Field (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 20
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Generate an electrical field around you in a radius of 1. Any creature caught inside will lose 2% of its current life (effect decreased for higher creature ranks).
This effect can not kill creatures.
Life loss will increase with the Willpower stat.
Each point in storm drake talents also increases your lightning resistance by 1%.
0/5
  • Tornado (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 14
Range: 4.00
Cooldown: 15
Travel Speed: 200% of base
Usage Speed: 1 turn
Description: Summons a tornado that moves slowly toward its target, following it if it changes position.
Any foe caught in its path take 4.46 lightning damage.
When it reaches its target it explodes in a radius of 1 for 8.45 lightning damage, 8.45 physical damage. All affected creatures will be knocked back and the targeted creature will be stunned for 4 turns.
The tornado will last for 6 turns or until it reaches its target.
Damage will increase with your Willpower.
Each point in storm drake talents also increases your lightning resistance by 1%.
0/5
  • Lightning Breath (class)
Effective talent level: 0.0
Use mode: Activated
Equilibrium cost: 12
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You breathe lightning in a frontal cone of radius 4. Any target caught in the area will take 8.11 to 24.34 lightning damage and can be dazed for 3 turns.
The damage will increase with the Strength stat.
Each point in storm drake talents also increases your lightning resistance by 1%.
0/5
Current Effects
Quests
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.
By Juan the Higher Wyrmic level 18
63rd Haze 122nd year of Ascendancy at 17:05
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Juan the Higher Wyrmic level 11
35th Dusk 122nd year of Ascendancy at 15:32
Exterminator
Killed 1000 creatures
By Juan the Higher Wyrmic level 18
4th Decay 122nd year of Ascendancy at 12:50
Eye Of The Storm
Freed Derth from the onslaught of the mad Tempest, Urkis.
By Juan the Higher Wyrmic level 20
58th Regrowth 123rd year of Ascendancy at 08:59
Home Sweet Home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Juan the Higher Wyrmic level 27
5th Mirth 123rd year of Ascendancy at 03:22
Level 10
Got a character to level 10.
By Juan the Higher Wyrmic level 10
25th Dusk 122nd year of Ascendancy at 19:45
Level 20
Got a character to level 20.
By Juan the Higher Wyrmic level 20
23rd Regrowth 123rd year of Ascendancy at 11:45
Rescuer Of The Lost
Rescued the merchant from the assassin lord.
By Juan the Higher Wyrmic level 17
30th Haze 122nd year of Ascendancy at 07:15
The Arena
Unlocked Arena mode.
By Juan the Higher Wyrmic level 9
21st Dusk 122nd year of Ascendancy at 14:45
Treasure Hunter
Amass 1000 gold pieces.
By Juan the Higher Wyrmic level 23
11st Pyre 123rd year of Ascendancy at 01:47
Unstoppable
Has returned from the dead.
By Juan the Higher Wyrmic level 29
51st Dusk 123rd year of Ascendancy at 17:45

Equipment
In Main Hand
Wintertide (45-63 power, 10 apr)

The air seems to freeze around the blade of this sword, draining all heat from the area.
It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war.

Requires:
- Strength 35
Infused by
nature
3.00 Encumbrance.

Type: weapon / longsword

Base power: 45.0 - 63.0
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+10
Physical crit. chance:
+10.0%
Attack speed:
100%
Damage when this weapon hits:
+45 ice
When wielded/worn:
Changes resistances:
+25% cold
Changes damage:
+20% cold
Light radius:
+1
See invisible:
+2
It can be used to generate a burst of ice, costing 8 power out of 4/18.
Wintertide (45-63 power, 10 apr)
In Off Hand
Sanguine Shield (14 def, 4 armour)

Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.

Requires:
- Strength 39
- Talent Armour Training (level 3)
Crafted by
a master
7.00 Encumbrance.

Type: armor / shield

When used to attack (with talents):
Base power: 40.0 - 48.0
Uses stat: 120% Str
Damage type:
Physical
Physical crit. chance:
+9.0%
When wielded/worn:
Armour:
+4
Defense:
+14
Ranged Defense:
+14
Fatigue:
+19%
Changes stats:
+5 Con
Changes resistances:
+25% blight
Life regen:
+5.00
Sanguine Shield (14 def, 4 armour)
On Fingers
Bloodcaller

You won the Ring of Blood trial, this is your reward.

Infused by psionic forces
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Fatigue:
-5%
Mental save:
-7
Life leech chance:
+15%
Life leech:
+30%
Bloodcaller
On Fingers
duelist's stralite ring of nature (+14%)

Rings can have magical properties.

Infused by nature
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Accuracy:
+6
Changes stats:
+6 Dex
Changes resistances:
+14% nature
Changes damage:
+14% nature
duelist's stralite ring of nature (+14%)
Around Neck
Daneth's Neckguard

A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion.

Crafted by a master
2.00 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Armour:
+10
Fatigue:
+2%
Changes stats:
+6 Str / +6 Con
It can be used to activate talent Juggernaut (costing 30 power out of 60/60) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 10% for 20 turns.
Daneth's Neckguard
Light Source
Summertide Phial

A small crystal phial that captured Sunlight during the Summertide.

Infused by nature
1.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+4
It can be used to call light, costing 10 power out of 15/15.
Summertide Phial
Main Armor
Cuirass of the Thronesmen (20 def, 29 armour)

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.

Requires:
- Strength 44
- Talent Armour Training (level 4)
Crafted by
a master
17.00 Encumbrance.

Type: armor / massive

When wielded/worn:
Armour:
+29
Defense:
+20
Fatigue:
+15%
Changes stats:
+6 Con
Changes resistances:
+25% fire
Physical save:
+40
Stun/Freeze immunity:
+40%
Knockback immunity:
+40%
Healing mod.:
-40%
Cuirass of the Thronesmen (20 def, 29 armour)
Cloak
thick linen cloak of warlust (1 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Crafted by a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Physical crit. chance:
+2.0%
Physical power:
+1
Defense:
+1
Changes resistances:
+11% cold
Disarm immunity:
+6%
Confusion immunity:
+6%
thick linen cloak of warlust (1 def, 0 armour)
On Head
grounding iron helm of strength (+2) (0 def, 3 armour)

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+3
Fatigue:
+5%
Changes stats:
+2 Str
Changes resistances:
+6% lightning
Stun/Freeze immunity:
+10%
grounding iron helm of strength (+2) (0 def, 3 armour)
Around Waist
rough leather belt of containment

A belt that goes around your waist.

Crafted by a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Changes stats:
+5 Con
Blindness immunity:
-5%
Confusion immunity:
+7%
Pinning immunity:
-6%
Stun/Freeze immunity:
+5%
Knockback immunity:
+5%
Maximum stamina:
+10.00
rough leather belt of containment
On Hands
Snow Giant Wraps (0 def, 2 armour)

Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.

Infused by nature
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+2
Changes stats:
+4 Str
Changes resistances:
+10% lightning / +10% cold
Knockback immunity:
+50%
Maximum life:
+60.00
It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 6 out of 6/6.
Range: 10.00
Travel Speed: instantaneous
Description: Throws a huge boulder at a target, damaging it for 67.00 and knocking it back.
The damage will increase with the Strength stat
Snow Giant Wraps (0 def, 2 armour)
On Feet
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+4
Fatigue:
+3%
Poison immunity:
+13%
Cut immunity:
+30%
Life regen:
+0.70
Stamina each turn:
+0.50
Maximum stamina:
+18.00
Healing mod.:
+15%
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)
Tool
Pick of Dwarven Emperors (dig speed 12 turns)

This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people.

Crafted by a master
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Changes stats:
+3 Str / +3 Con
Changes resistances penetration:
+10% physical
Physical save:
+7
Spell save:
+7
Mental save:
+7
Maximum life:
+50.00
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Pick of Dwarven Emperors (dig speed 12 turns)
Inventory
This item will automatically be transmogrified when you leave the level.
titan's healing infusion (heal 162)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

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: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 162 life.
Its effects scale with your Constitution stat.

It can be used to inscribe your skin with the infusion..
titan's healing infusion (heal 162)
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Powered by arcane forces
0.10 Encumbrance.

Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 4.00
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Inflicts 370.00 temporal damage. If your target survives it will be sent 4 turns into the future.
It will also lower your paradox by 120 (if you have any).

It can be used to inscribe your skin with the rune..
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)
This item will automatically be transmogrified when you leave the level.
hardened leather sling

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 24
- Talent Shoot
4.00 Encumbrance.

Type: weapon / sling

Attack speed:
80%
Firing range:
+8
Default ammo(infinite):
Base power: 33.0 - 39.6
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+3
Physical crit. chance:
+5.0%
hardened leather sling
This item will automatically be transmogrified when you leave the level.
plush cashmere cloak of Eldoral (2 def, 8 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Crafted by a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Armour:
+8
Defense:
+2
Changes stats:
+2 Cun / +2 Dex
plush cashmere cloak of Eldoral (2 def, 8 armour)
blood-soaked pair of iron boots of rushing (0 def, 3 armour)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour penetration:
+3
Physical power:
+4
Armour:
+3
Fatigue:
+2%
Changes stats:
+2 Str / +2 Con
Pinning immunity:
+11%
It can be used to activate talent Rush (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 7.00
Travel Speed: instantaneous
Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage.
If the attack hits the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
blood-soaked pair of iron boots of rushing (0 def, 3 armour)
This item will automatically be transmogrified when you leave the level.
temporal dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)

Metal gloves protecting the hands up to the middle of the lower arm.

Requires:
- Talent Armour Training
Powered by
arcane forces
1.50 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+2
Changes stats:
+2 Mag
Changes resistances:
+7% temporal
Changes damage:
+5% temporal
temporal dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)
rejuvenating dwarven-steel plate armour of the dragon (5 def, 11 armour)

A suit of armour made of metal plates.

Requires:
- Strength 35
- Talent Armour Training (level 4)
Infused by
nature
17.00 Encumbrance.

Type: armor / massive

When wielded/worn:
Armour:
+11
Defense:
+5
Fatigue:
+24%
Changes stats:
+4 Str / +3 Con
Changes resistances:
+6% physical / +6% fire / +7% cold / +8% lightning / +7% acid
Talent cooldown: Rush (
-5 turns)
Disarm immunity:
+25%
Stun/Freeze immunity:
+25%
Knockback immunity:
+24%
Stamina each turn:
+0.20
rejuvenating dwarven-steel plate armour of the dragon (5 def, 11 armour)
46 alchemist agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: alchemist-gem / black

When used as an alchemist bomb:
Bomb damage +5%
46 alchemist agate
onyx

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / black

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
onyx
builder's dwarven-steel pickaxe (dig speed 10 turns)

Allows you to dig a wall, remove a tree, create ways.

Crafted by a master
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Changes stats:
+3 Cun
Confusion immunity:
+40%
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
builder's dwarven-steel pickaxe (dig speed 10 turns)
This item will automatically be transmogrified when you leave the level.
dwarven-steel pickaxe (dig speed 31 turns)

Allows you to dig a wall, remove a tree, create ways.

3.00 Encumbrance.

Type: tool / digger

It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
dwarven-steel pickaxe (dig speed 31 turns)
This item will automatically be transmogrified when you leave the level.
dwarven-steel pickaxe of the badger (dig speed 16 turns)

Allows you to dig a wall, remove a tree, create ways.

Crafted by a master
3.00 Encumbrance.

Type: tool / digger

It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
dwarven-steel pickaxe of the badger (dig speed 16 turns)
Mummified Egg-sac of Ungolë

Dry and dusty to the touch, it still seems to retain some of shadow of life.

Infused by nature
2.00 Encumbrance.

Type: misc / egg

When carried:
Light radius:
-2
It can be used to summon spiders, costing 80 power out of 50/100.
Mummified Egg-sac of Ungolë
Lifebinding Emerald

A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.

Infused by nature
0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Changes stats:
+10 Con
Changes resistances:
+10% blight
Life regen:
+2.00
Healing mod.:
+30%
When used to imbue an object:
Changes stats:
+10 Con
Changes resistances:
+10% blight
Life regen:
+2.00
Healing mod.:
+30%
Lifebinding Emerald
2 emerald

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Changes resistances:
+6% all
When used to imbue an object:
Changes resistances:
+6% all
2 emerald
mummified bone

Bits of dry flesh still cling to this ancient bone.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

mummified bone
pouch of faeros ash

Unremarkable grey ash.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

pouch of faeros ash
vial of wight ectoplasm

Cloudy and thick. Only by bottling it can you prevent it from evaporating within minutes.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

vial of wight ectoplasm
Wintertide Phial

This phial seems filled with darkness, yet it cleanses your thoughts.

Powered by arcane forces
2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Light radius:
+1
Infravision radius:
+6
It can be used to cleanse your mind, costing 40 power out of 60/60.
Wintertide Phial
brass lantern of clarity

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.

Crafted by a master
2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Confusion immunity:
+30%
Light radius:
+2
brass lantern of clarity
Orb of Scrying

This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
It can be used to use the orb, costing 1 power out of 1/1.
Orb of Scrying
garnet

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / red

When wielded/worn:
Changes damage:
+6% all
When used to imbue an object:
Changes damage:
+6% all
garnet
Transmogrification Chest

This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:
It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000.
Transmogrification Chest
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
Rod of Recall (1/1)

Last Messages

Storm drake hits Juan for 101 lightning damage.
Storm drake hits skeleton mage for
157 lightning damage.
Storm drake hits cave troll for
157 lightning damage.
Storm drake hits master vampire for
157 lightning damage.
Storm drake hits forest wight for
95 lightning damage.
Storm drake hits vampire for
157 lightning damage.
Storm drake hits losselhing for
157 lightning damage.
Storm drake hits ghoul for
157 lightning damage.
Storm drake hits ghoul for
157 lightning damage.
Storm drake hits giant yellow ant for
157 lightning damage.
Storm drake hits Juan for
106 lightning damage.
Storm drake hits storm wyrm for
0 lightning damage.
Storm drake hits losselhing for
165 lightning damage.
Storm drake hits master vampire for
165 lightning damage.
Storm drake hits forest wight for
99 lightning damage.
Storm drake hits ghoul for
165 lightning damage.
Storm drake hits skeleton warrior for
165 lightning damage.
Storm drake hits ghoul for
165 lightning damage.
Storm drake hits skeleton mage for
165 lightning damage.
Storm drake hits giant yellow ant for
165 lightning damage.
Juan rushes out!

Orc archer shrugs off the effect 'Frozen'!
Orc archer is encased in ice!

Juan hits orc archer for
75 physical, 54 cold damage (total 128.94).
Ghoul is not dazed anymore.

Storm wyrm killed ghoul!
Storm wyrm killed Juan!
Saving done.

Saving done.

Saving game...