Juan the level 29 Higher Wyrmic by Dougiegee |

'Juan the level 29 Higher Wyrmic' by user Dougiegee
| Character | |
|---|---|
| Game | Tales of Maj'Eyal: Age of Ascendancy 3.9.37 - Bug-fixes for ToME beta 37 3.9.37 |
| Name | Juan |
| Sex | Male |
| Type | Higher Wyrmic |
| Campaign | Maj'Eyal |
| Difficulty | Normal |
| Permadeath | Adventure |
| Level | 29 |
| Exp | 27% |
| Gold | 2158 |
| Died |
|
| Primary Stats | |
|---|---|
| Strength | 55 |
| Dexterity | 29 |
| Magic | 11 |
| Willpower | 55 |
| Cunning | 13 |
| Constitution | 45 |
| Resources | |
|---|---|
| Life | -49/901 |
| Stamina | 294/324 |
| Equilibrium | 24 |
| Inscriptions (3/3) | |
|---|---|
| Infusion |
Effective talent level: 1.0
Movement
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. |
| Infusion |
Effective talent level: 1.0
Regeneration
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. |
| Infusion |
Effective talent level: 1.0
Wild
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. |
| Offense | |
|---|---|
| Accuracy (main Hand) | 37 |
| Damage (main Hand) | 69 |
| APR (main Hand) | 10 |
| Crit (main Hand) | 17% |
| Speed (main Hand) | 1.00 |
| Spellpower | 11 |
| Spell Crit | 1 |
| Spell Speed | 1 |
| Cold Damage | 20% |
| Nature Damage | 14% |
| Defense | |
|---|---|
| Fatigue | 39 |
| Armour | 61 |
| Armour Hardiness | 65 |
| Defense | 30 |
| Ranged Defense | 37 |
| Physical Save | 48 |
| Spell Save | 27 |
| Mental Save | 23 |
| 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 Resistance | 13% |
| Bleed Resistance | 30% |
| Confusion Resistance | 13% |
| Blind Resistance | 0% |
| Disarm Resistance | 6% |
| Pinning Resistance | 0% |
| Stun Resistance | 55% |
| Knockback Resistance | 95% |
| Talents | |
|---|---|
| Race / Higher | (mastery 1.00) |
|
Effective talent level: 1.0
1/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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. |
| Technique / Two-handed Weapons | (mastery 1.10) |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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 |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Technique / Shield Offense | (mastery 1.10) |
|
Effective talent level: 5.5
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. |
|
Effective talent level: 1.1
1/5
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. |
|
Effective talent level: 4.4
4/5
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. |
|
Effective talent level: 1.1
1/5
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. |
| Technique / Combat Techniques | (mastery 1.00) |
|
Effective talent level: 5.0
5/5
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. |
|
Effective talent level: 1.0
1/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Technique / Combat Veteran | (mastery 1.00) |
|
Effective talent level: 0.0
0/5
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). |
|
Effective talent level: 0.0
0/5
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). |
|
Effective talent level: 0.0
0/5
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). |
|
Effective talent level: 0.0
0/5
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. |
| Technique / Combat Training | (mastery 1.00) |
|
Effective talent level: 4.0
4/5
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% |
|
Effective talent level: 7.0
7/10
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. |
|
Effective talent level: 5.0
5/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases accuracy of unarmed, melee and ranged weapons by 25. |
|
Effective talent level: 3.0
3/10
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% |
|
Effective talent level: 0.0
0/10
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% |
| Wild-gift / Call Of The Wild | (mastery 1.20) |
|
Effective talent level: 1.2
1/5
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. |
|
Effective talent level: 4.8
4/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Wild-gift / Harmony | (mastery 1.20) |
|
Effective talent level: 1.2
1/5
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. |
|
Effective talent level: 2.4
2/5
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 |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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 |
| Wild-gift / Antimagic | (mastery 1.00) |
|
Effective talent level: 2.0
2/5
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. |
|
Effective talent level: 3.0
3/5
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. |
|
Effective talent level: 0.0
0/5
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. |
|
Effective talent level: 0.0
0/5
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. |
| Wild-gift / Sand Drake Aspect | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
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%. |
|
Effective talent level: 1.3
1/5
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%. |
|
Effective talent level: 2.6
2/5
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%. |
|
Effective talent level: 6.5
5/5
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%. |
| Wild-gift / Fire Drake Aspect | (mastery 1.30) |
|
Effective talent level: 2.6
2/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
| Wild-gift / Cold Drake Aspect | (mastery 1.30) |
|
Effective talent level: 2.6
2/5
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%. |
|
Effective talent level: 6.5
5/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
| Wild-gift / Storm Drake Aspect | (mastery 1.30) |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
|
Effective talent level: 0.0
0/5
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%. |
| Current Effects |
|---|
| Quests |
|---|
| Achievements | |
|---|---|
| Antimagic! |
Completed antimagic training in the Ziguranth camp.
63rd Haze 122nd year of Ascendancy at 17:05
By Juan the Higher Wyrmic level 18 |
| Curse Lifter |
Killed Ben Cruthdar the Cursed.
35th Dusk 122nd year of Ascendancy at 15:32
By Juan the Higher Wyrmic level 11 |
| Exterminator |
Killed 1000 creatures
4th Decay 122nd year of Ascendancy at 12:50
By Juan the Higher Wyrmic level 18 |
| Eye Of The Storm |
Freed Derth from the onslaught of the mad Tempest, Urkis.
58th Regrowth 123rd year of Ascendancy at 08:59
By Juan the Higher Wyrmic level 20 |
| Home Sweet Home |
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
5th Mirth 123rd year of Ascendancy at 03:22
By Juan the Higher Wyrmic level 27 |
| Level 10 |
Got a character to level 10.
25th Dusk 122nd year of Ascendancy at 19:45
By Juan the Higher Wyrmic level 10 |
| Level 20 |
Got a character to level 20.
23rd Regrowth 123rd year of Ascendancy at 11:45
By Juan the Higher Wyrmic level 20 |
| Rescuer Of The Lost |
Rescued the merchant from the assassin lord.
30th Haze 122nd year of Ascendancy at 07:15
By Juan the Higher Wyrmic level 17 |
| The Arena |
Unlocked Arena mode.
21st Dusk 122nd year of Ascendancy at 14:45
By Juan the Higher Wyrmic level 9 |
| Treasure Hunter |
Amass 1000 gold pieces.
11st Pyre 123rd year of Ascendancy at 01:47
By Juan the Higher Wyrmic level 23 |
| Unstoppable |
Has returned from the dead.
51st Dusk 123rd year of Ascendancy at 17:45
By Juan the Higher Wyrmic level 29 |
| Equipment | |
|---|---|
| In Main Hand |
Wintertide (45-63 power, 10 apr)
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. |
| In Off Hand |
Sanguine Shield (14 def, 4 armour)
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 |
| On Fingers |
Bloodcaller
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% |
| On Fingers |
duelist's stralite ring of nature (+14%)
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 |
| Around Neck |
Daneth's Neckguard
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. |
| Light Source |
Summertide Phial
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. |
| Main Armor |
Cuirass of the Thronesmen (20 def, 29 armour)
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% |
| Cloak |
thick linen cloak of warlust (1 def, 0 armour)
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% |
| On Head |
grounding iron helm of strength (+2) (0 def, 3 armour)
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% |
| Around Waist |
rough leather belt of containment
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 |
| On Hands |
Snow Giant Wraps (0 def, 2 armour)
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 |
| On Feet |
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)
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% |
| Tool |
Pick of Dwarven Emperors (dig speed 12 turns)
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. |
| Inventory |
|---|
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This item will automatically be transmogrified when you leave the level.
titan's healing infusion (heal 162)
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.. |
|
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)
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.. |
|
This item will automatically be transmogrified when you leave the level.
hardened leather sling
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% |
|
This item will automatically be transmogrified when you leave the level.
plush cashmere cloak of Eldoral (2 def, 8 armour)
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 |
|
blood-soaked pair of iron boots of rushing (0 def, 3 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. |
|
This item will automatically be transmogrified when you leave the level.
temporal dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)
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 |
|
rejuvenating dwarven-steel plate armour of the dragon (5 def, 11 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 |
|
46 alchemist agate
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% |
|
onyx
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 |
|
builder's dwarven-steel pickaxe (dig speed 10 turns)
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. |
|
This item will automatically be transmogrified when you leave the level.
dwarven-steel pickaxe (dig speed 31 turns)
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. |
|
This item will automatically be transmogrified when you leave the level.
dwarven-steel pickaxe of the badger (dig speed 16 turns)
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. |
|
Mummified Egg-sac of Ungolë
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. |
|
Lifebinding Emerald
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% |
|
2 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 |
|
mummified bone
mummified bone
Bits of dry flesh still cling to this ancient bone. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
|
pouch of faeros ash
pouch of faeros ash
Unremarkable grey ash. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
|
vial of wight ectoplasm
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 |
|
Wintertide Phial
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. |
|
brass lantern of clarity
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 |
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Orb of Scrying
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. |
|
garnet
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 |
|
Transmogrification Chest
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. |
|
Rod of Recall (1/1)
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. |
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...

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