Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 12 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 12 on the 42nd Dearth 122nd year of Ascendancy at 21:06 / 1 |
Primary Stats
| Strength | 45 (base 37) |
| Dexterity | 12 (base 10) |
| Constitution | 18 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 33 (base 27) |
| Cunning | 14 (base 10) |
Resources
| Life | -9/338 |
| Stamina | 158/190 |
| Equilibrium | 95 |
| Healing Factor | 0.91 |
| Regeneration | 0.2275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 28 |
| Crit Chance | 3% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Darkness | +3% |
| Blight | +4% |
| Physical | +5% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 56.48276164342 (96.694915254237%) |
| Defense | 23.35 |
| Ranged Defense | 23.35 |
| Fatigue | 26 |
| Physical Save | 27.525 |
| Spell Save | 19.35 |
| Mental Save | 29.225 |
Defense: Resistances
| Darkness | + 5%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 6%( 70%) |
| Acid | + 6%( 70%) |
| Fire | + 29%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 87 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| talent | Wild Growth |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The target is poisoned, taking 15.57 nature damage per turn and decreasing all heals received by 20%. Insidious Poison |
| beneficial effect | The target is able to burrow into walls. Burrow |
Quests
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +1. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Gleamwaker' (11 def, 1 armour) pair of rough leather boots 'Gleamwaker' (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 Fatigue: +1% Damage when the wearer hits(melee): 4 light Changes damage: +3% darkness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 17% chance to completely evade them and granting you 6 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Mental save: +5 Light radius: +2 See stealth: +6 See invisible: +5 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | bladed rough leather cap of strength (+4) (0 def, 1 armour) bladed rough leather cap of strength (+4) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.28 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | 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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
| On fingers | titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 Mental save: +5 Confusion immunity: +20% Rings can have magical properties. |
| Around waist | nightruned rough leather belt of the giants nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Changes resistances: +5% darkness / +6% light Spell save: +5 A belt that goes around your waist. |
| In main hand | hateful dwarven-steel greatmaul of erosion (44-66 power, 2 apr) hateful dwarven-steel greatmaul of erosion (44-66 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +11 nature / +9 darkness / +9 temporal Damage against: +6% Humanoid Massive two-handed maul. |
| On hands | cinder hardened leather gloves of dexterity (+4) (0 def, 2 armour) cinder hardened leather gloves of dexterity (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 Armour: +2 Changes stats: +4 Dex Damage when the wearer hits(melee): 5 fire Changes resistances: +6% fire Changes damage: +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Urthirek the Sparkrazor (15 def, 16 armour) Urthirek the Sparkrazor (15 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +15 Fatigue: +24% Changes stats: +3 Cun Changes resistances: +18% fire / +18% cold / +6% acid Changes resistances penetration: +20% acid Changes damage: +3% lightning Mental save: +12 A suit of armour made of metal plates. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 3/60) : Effective talent level: 1.2 Power cost: 60 out of 3/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.57 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | grounding steel amulet of willpower (+3) grounding steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% lightning Stun/Freeze immunity: +25% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +8 Defense: +8 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Spellcrusher (32-48 power, 4 apr)Spellcrusher (32-48 power, 4 apr) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 50% chance to shatter magical shields Damage when this weapon hits: +20 nature When wielded/worn: Changes damage: +25% nature Spell save: +15 This large steel greatmaul has thick vines wrapped around the handle. |
This item will automatically be transmogrified when you leave the level. steel longsword (12.5-17.5 power, 3 apr)steel longsword (12.5-17.5 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel mace of massacre (18.5-25.9 power, 3 apr)balanced steel mace of massacre (18.5-25.9 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hungering mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage)hungering mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 fire Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +5% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +1 Mental crit. chance: +1% Global speed: +2% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of life (5.5-6.05 power, 18 apr, nature damage)nature's vined mindstar of life (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +4% nature Disease immunity: +10% Life regen: +0.70 Maximum life: +10.00 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar (4.5-4.95 power, 18 apr, mind damage)vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ash starstaff of might (15-18 power, 3 apr, temporal damage)ash starstaff of might (15-18 power, 3 apr, temporal damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff of might (15-18 power, 3 apr, physical damage)shimmering ash starstaff of might (15-18 power, 3 apr, physical damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +6 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. warbringer's steel waraxe (12.5-17.5 power, 3 apr)warbringer's steel waraxe (12.5-17.5 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +6 Changes stats: +2 Con Changes resistances penetration: +5% physical Disarm immunity: +12% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Aeruma the cashmere robe (2 def, 0 armour)Aeruma the cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Mag Damage when the wearer hits(melee): 2 temporal Changes resistances: +12% temporal Changes damage: +12% temporal Spellpower on spell critical (stacks up to 3 times): +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Uragar' (5 def, 8 armour)dwarven-steel mail armour 'Uragar' (5 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +16% Damage when the wearer is hit: 12 physical Changes resistances: +6% light / +3% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of spell shielding (2 def, 6 armour)spiked steel mail armour of spell shielding (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 13 physical Changes resistances: +5% arcane Spell save: +11 A suit of armour made of mail. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
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, 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. |
Transmogrification Chest Transmogrification ChestPowered 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. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Borgyet the Dwarf Wyrmic level 8
29th Voratun 122nd year of Ascendancy at 15:42 see stats
Level 10 (Roguelike)
Got a character to level 10.By Borgyet the Dwarf Wyrmic level 10
41st Profit 122nd year of Ascendancy at 00:49 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Borgyet the Dwarf Wyrmic level 8
5th Profit 122nd year of Ascendancy at 03:21 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Borgyet the Dwarf Wyrmic level 5
20th Voratun 122nd year of Ascendancy at 10:47 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Borgyet the Dwarf Wyrmic level 9
20th Profit 122nd year of Ascendancy at 07:16 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Borgyet the Dwarf Wyrmic level 11
12nd Wealth 122nd year of Ascendancy at 13:02 see stats
Log
Borgyet is free from the grapple.
Borgyet's skin returns to normal.
Borgyet has escaped the strangle hold.
Borgyet is not stunned anymore.
Insidious Poison from Assassin hits Borgyet for 16 nature damage.
Horned Horror misses Borgyet.
Assassin misses Borgyet.
Assassin misses Borgyet.
Borgyet activates Wild Growth.
Borgyet hits Horned Horror for 6 physical, 17 cold, 13 blight (36 total damage).
Horned Horror hits Borgyet for 15 physical, 15 lightning (30 total damage).
Talent Swallow is ready to use.
Talent Dig is ready to use.
Talent Death Dance is ready to use.
Talent Burrow is ready to use.
Insidious Poison from Assassin hits Borgyet for 16 nature damage.
Assassin misses Borgyet.
Borgyet hits Assassin for 6 physical, 19 cold, 16 blight (40 total damage).
Horned Horror throws two quick punches.
Horned Horror misses Borgyet.
Borgyet hits Horned Horror for 6 physical, 17 cold, 13 blight (36 total damage).
Horned Horror hits Borgyet for 9 physical, 15 lightning (24 total damage).
Borgyet uses Burrow.
Talent Infusion: Wild is ready to use.
Insidious Poison from Assassin hits Borgyet for 16 nature damage.
Assassin misses Borgyet.
Borgyet hits Assassin for 6 physical, 19 cold, 16 blight (40 total damage).
Saving game...
