Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 15 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by orc warrior at level 1 on the 16th Voratun 122nd year of Ascendancy at 14:48 0 / 6Killed by rogue at level 5 on the 20th Voratun 122nd year of Ascendancy at 14:31 Killed by Uraxbov at level 13 on the 33rd Profit 122nd year of Ascendancy at 23:36 Killed by worm that walks at level 15 on the 43rd Profit 122nd year of Ascendancy at 11:49 Killed by worm that walks at level 15 on the 43rd Profit 122nd year of Ascendancy at 13:02 Killed by worm that walks at level 15 on the 43rd Profit 122nd year of Ascendancy at 15:07 |
Primary Stats
| Strength | 42 (base 31) |
| Dexterity | 9 (base 10) |
| Constitution | 40 (base 24) |
| Magic | 12 (base 10) |
| Willpower | 38 (base 32) |
| Cunning | 11 (base 10) |
Resources
| Life | -8/487 |
| Equilibrium | 95 |
| Healing Factor | 0.68076923076923 |
| Regeneration | 10.041346153846 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 26 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Arcane | +3% |
| Blight | +12% |
| Physical | +5% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 55.362666671976 (81.666666666667%) |
| Defense | 10.65 |
| Ranged Defense | 13.65 |
| Fatigue | 25 |
| Physical Save | 27.35 |
| Spell Save | 28.75 |
| Mental Save | 32.075 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | 0%( 70%) |
| Physical | + 1%( 70%) |
| Cold | -1%( 70%) |
| All | -6%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 24%( 70%) |
| Fire | 0%( 70%) |
| Nature | -3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 40% |
| Blind Resistance | 20% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | Huge cut that bleeds, doing 13.33 physical damage per turn. Bleeding |
| detrimental effect | The target is infected by a disease, doing 36.26 blight damage per turn and reducing healing received by 56%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 23.01 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 184.64 blight damage and spawn a carrion worm mass. |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved spell save by +4. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | miner's pair of iron boots of uncanny dodging (2 def, 7 armour) miner's pair of iron boots of uncanny dodging (2 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +2 Ranged Defense: +3 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Islovena the hardened leather cap (0 def, 3 armour) Islovena the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +1 Dex / +1 Mag / +5 Con A cap made of leather. |
| Tool | Urthilen the elven-wood totem of thorny skin [power 58] (29/20 cooldown) Urthilen the elven-wood totem of thorny skin [power 58] (29/20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 blight Changes resistances penetration: +5% blight Changes damage: +3% mind / +12% blight It can be used to harden the skin for 6 turns increasing armour by 58 and armour hardiness by 60%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Emelaletira' steel ring 'Emelaletira'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil / +2 Con Mental save: +6 Light radius: +1 Rings can have magical properties. |
| On fingers | warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
| Around waist | cleansing rough leather belt of the vagrant cleansing rough leather belt of the vagrantInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +5% blight / +6% acid Mental save: +5 Mindpower: +4 A belt that goes around your waist. |
| In main hand | Xebeth the dwarven-steel greatsword (48-76.8 power, 2 apr) Xebeth the dwarven-steel greatsword (48-76.8 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 acid blind / +8 acid Damage conversion: 10% acid When wielded/worn: Damage when the wearer is hit: 12 mind Massive two-handed swords. |
| On hands | iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | fearforged steel mail armour of command (9 def, 9 armour) fearforged steel mail armour of command (9 def, 9 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +9 Fatigue: +20% Changes stats: +1 Cun / +5 Con Changes resistances: -11% light / +7% darkness / +5% fire Physical save: +5 Spell save: +6 Mental save: +15 A suit of armour made of mail. |
| 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 2/60) : Effective talent level: 1.2 Power cost: 60 out of 2/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 39.47 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% darkness / +10% light Blindness immunity: +20% Cut immunity: +40% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 183 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 142) healing infusion of the psychic (heal 142)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 142 life. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 6; power 65; turns 4; dispells darkness) sun infusion of the psychic (rad 6; power 65; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 65) for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 6; power 69; turns 3; dispells darkness) sun infusion of the titan (rad 6; power 69; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 34). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 69) for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
cleansing copper amulet of constitution (+3) cleansing copper amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% nature / +10% blight Poison immunity: +21% Disease immunity: +22% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of strength (+2) steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
savior's copper ring of corrosion (+22%) savior's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Physical save: +7 Spell save: +7 Mental save: +7 Rings can have magical properties. |
solipsist's copper ring of light (+22%) solipsist's copper ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +22% light Changes damage: +11% light Mindpower: +6 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
wizard's copper ring of darkness (+20%) wizard's copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 Rings can have magical properties. |
Saluriyada (33-49.5 power, 2 apr) Saluriyada (33-49.5 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 mind / +8 blight Burst (radius 1) on hit: +4 arcane Damage conversion: 20% blight When wielded/worn: Physical crit. chance: +9.0% Changes damage: +3% blight It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
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. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 179% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Dimoath (13-14.3 power, 32 apr, nature damage) Dimoath (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +2 Cun / +2 Con Damage when the wearer is hit: 4 lightning Changes resistances: +5% nature / +12% lightning / +3% temporal Changes resistances penetration: +6% nature / +12% lightning / +10% darkness / +5% temporal Changes damage: +6% nature / +10% lightning Talent mastery: +0.10 Wild-gift / Harmony Mental save: +5 Equilibrium when hit: +1.10 Maximum psi: +16.00 Mindpower: +4 Mental crit. chance: +4% It can be used to completes a nature powered mindstar set, 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. |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 2, doing 3.24 cold damage and 3.40 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Lisybeth the Torchkiss (1 def, 0 armour) Lisybeth the Torchkiss (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Changes damage: +3% fire Mana each turn: +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cleansing rough leather cap of the depths (0 def, 1 armour) cleansing rough leather cap of the depths (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +5% nature / +6% blight Allows you to breathe in: water A cap made of leather. |
grounding linen wizard hat of nature (+16%) (1 def, 0 armour) grounding linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% nature / +6% lightning / +6% temporal Changes damage: +11% nature A pointy cloth hat, very wizardly... |
stralite plate armour 'Salariama' (18 def, 18 armour) stralite plate armour 'Salariama' (18 def, 18 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +18 Fatigue: +26% Changes stats: +2 Str / +2 Cun / +4 Con Changes resistances: +7% physical / +7% fire / +26% cold / +9% lightning / +8% acid Talent cooldown: Rush (-5 turns) Mental save: +18 Blindness immunity: +5% Disarm immunity: +25% Stun/Freeze immunity: +35% Knockback immunity: +24% A suit of armour made of metal plates. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
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. |
3 opal 3 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
overpowered iron torque of kinetic psionic shield [power 41] (29/32 cooldown) overpowered iron torque of kinetic psionic shield [power 41] (29/32 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 41 for 6 turns, placing all other charms into a 32 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of charged psionic shield [power 83] (29/31 cooldown) overpowered steel torque of charged psionic shield [power 83] (29/31 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 83 for 6 turns, placing all other charms into a 31 cooldown. Torques are made by powerful psionics to store psionic powers. |
Torchenvy [power 19] (29/14 cooldown) Torchenvy [power 19] (29/14 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 4 mind Changes resistances: +9% mind It can be used to harden the skin for 6 turns increasing armour by 19 and armour hardiness by 40%, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 16] (29/20 cooldown) elm totem of thorny skin [power 16] (29/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 6 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Uraxbov the Dwarf Wyrmic level 8
27th Voratun 122nd year of Ascendancy at 02:27 see stats
Level 10
Got a character to level 10.By Uraxbov the Dwarf Wyrmic level 10
17th Profit 122nd year of Ascendancy at 16:39 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Uraxbov the Dwarf Wyrmic level 5
19th Voratun 122nd year of Ascendancy at 13:59 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Uraxbov the Dwarf Wyrmic level 14
39th Profit 122nd year of Ascendancy at 18:19 see stats
Log
Worm that walks resists the mind attack!
Worm that walks drains life from Uraxbov!
Worm that walks resists the mind attack!
Worm that walks hits Uraxbov for 9 blight, 5 nature, 6 temporal, 20 blight, 7 fire, 6 blight, 10 acid, 20 blight (87 total damage).
Uraxbov hits Worm that walks for 6 healing, 10 cold, 6 mind, 6 healing, 10 cold, 6 mind (34 total damage) [13 healing].
Uraxbov uses Resilience of the Dwarves.
Uraxbov's skin turns to stone.
Uraxbov uses Infusion: Wild.
Uraxbov lessens the pain.
Uraxbov hits Worm that walks for 19 physical damage.
Insidious Poison from Uraxbov hits Worm that walks for 23 nature damage.
Uraxbov's skin returns to normal.
Worm Rot from Worm that walks hits Uraxbov for 27 blight, 21 acid (49 total damage).
Epidemic from Worm that walks hits Uraxbov for 43 blight damage.
Worm that walks casts Rend.
Worm that walks drains life from Uraxbov!
Worm that walks drains life from Uraxbov!
Uraxbov resists the cut!
Uraxbov starts to bleed.
Worm that walks drains life from Uraxbov!
The diseases of worm that walks spread!
Worm that walks drains life from Uraxbov!
Worm that walks hits Uraxbov for 8 physical, 5 nature, 5 temporal, 17 blight, 7 fire, 6 physical, 9 acid, 17 blight, 9 blight, 5 nature, 5 temporal, 17 blight, 7 fire, 7 blight, 9 acid, 17 blight (158 total damage).
Uraxbov hits Worm that walks for 5 healing, 10 cold, 12 mind, 5 healing, 10 cold, 12 mind, 5 healing, 10 cold, 12 mind, 5 healing, 10 cold, 12 mind (93 total damage) [22 healing].
Uraxbov shakes the ground!
Worm that walks is knocked back!
Uraxbov hits Worm that walks for 8 physical damage.
Saving game...
