Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Store Wish List 1.0.3 Talent Point Planner 1.0.3 "Save" Talent/Stat Points 1.0.3 Notes to Self 1.0.3 Use Item Shortcuts 1.0.3 Tier-1 Short Circuit Option 1.0.3 Inventory Keys 1.0.3 Inventory Sort Order 1.0.3 Rest Tweaks (Rechargeables, Auto-use and More!) 1.0.1 Auto-Transmo Gems 1.0.3 Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 12 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 11 on the 43rd Profit 122nd year of Ascendancy at 14:19 0 / 5Killed by Xeryremira the thief at level 12 on the 15th Wealth 122nd year of Ascendancy at 15:02 Killed by venom drake at level 12 on the 16th Wealth 122nd year of Ascendancy at 00:10 Killed by venom wyrm at level 12 on the 16th Wealth 122nd year of Ascendancy at 01:04 Killed by venom wyrm at level 12 on the 16th Wealth 122nd year of Ascendancy at 02:23 |
| Antimagic | Follower |
Primary Stats
| Strength | 35 (base 27) |
| Dexterity | 9 (base 11) |
| Constitution | 47 (base 37) |
| Magic | 8 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -2/478 |
| Stamina | 137/175 |
| Equilibrium | 0 |
| Healing Factor | 1.8146200655968 |
| Regeneration | 33.534178812229 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 16 |
| Crit Chance | 1% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.05 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
| Blight | +4% |
| Physical | +4% |
| Fire | +3% |
| Nature | +26% |
Offense: Damage Penetration
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 34.4 (30%) |
| Defense | 7.65 |
| Ranged Defense | 11.65 |
| Fatigue | 15 |
| Physical Save | 43.7 |
| Spell Save | 34.125 |
| Mental Save | 17.55 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Nature | + 54%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 32%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 47% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | You gain 6% resistance against acid. Resolve |
| beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 11%. Recovery |
| beneficial effect | The target's skin turns to stone, granting 14 armour, 19 physical save and 19 spell save. Dwarven Resilience |
| beneficial effect | The target is near an antimagic bush, granting +20% nature damage, +20% nature resistance penetration and -18 spellpower. Antimagic Bush |
Quests
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 failed to protect the lone alchemist from death by deformed giant venus flytrap. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost anorithil from death by deformed warg. Escort: lost anorithil (level 1 of Heart of the Gloom) | failed |
You failed to protect the lost anorithil from death by brown bear. Escort: lost anorithil (level 3 of Norgos Lair) | failed |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
| On feet | miner's pair of iron boots of tirelessness (0 def, 8 armour) miner's pair of iron boots of tirelessness (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Splendourtouch (0 def, 1 armour) Splendourtouch (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer is hit: 8 light Life regen bonus (wilder-summons): +1.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Scorchpiercer (0 def, 5 armour) Scorchpiercer (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% cold Changes damage: +3% fire Physical save: +9 New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Stun/Freeze immunity: +22% Life regen: +0.50 Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
| In main hand | hateful dwarven-steel greatmaul of the leech (42-63 power, 2 apr) hateful dwarven-steel greatmaul of the leech (42-63 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 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: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +9 darkness / +6 slime Damage against: +11% Humanoid When wielded/worn: Damage when the wearer is hit: 11 slime Massive two-handed maul. |
| Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +3 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. |
Inventory
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 64 for 4 turns)shielding rune (absorb 64 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 64 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. warrior's steel ringwarrior's steel ring Crafted 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. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of nature (9.5-12.35 power, 6 apr)balanced steel dagger of nature (9.5-12.35 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 24% nature When wielded/worn: Accuracy: +5 Defense: +6 Changes resistances: +2% all Changes resistances penetration: +5% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning steel dagger (10-13 power, 6 apr)manaburning steel dagger (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +11 manaburn Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (30-48 power, 2 apr)steel greatsword of massacre (30-48 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 76.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of life (4.5-4.95 power, 18 apr, mind damage)nature's vined mindstar of life (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 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: +12% Life regen: +1.00 Maximum life: +13.00 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 of flames (4.5-4.95 power, 18 apr, mind damage)vined mindstar of flames (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 Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 fire Changes resistances: +3% fire Changes resistances penetration: +2% fire Changes damage: +4% fire 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 magestaff (15-18 power, 3 apr, arcane damage)ash magestaff (15-18 power, 3 apr, arcane damage) Requires: - Magic 16 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: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's ash starstaff of might (15-18 power, 3 apr, light damage)void walker's ash starstaff of might (15-18 power, 3 apr, light 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: Light Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +6% New effects duration reduction after a teleport: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. iron waraxe of evisceration (6-8.4 power, 2 apr)iron waraxe of evisceration (6-8.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing steel waraxe of shearing (13-18.2 power, 3 apr)arcing steel waraxe of shearing (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning When wielded/worn: Armour penetration: +6 Changes resistances penetration: +7% physical Changes damage: +5% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming steel waraxe of crippling (10-14 power, 3 apr)flaming steel waraxe of crippling (10-14 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +6.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. mighty rough leather sling of lightningmighty rough leather sling of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +7 lightning When wielded/worn: Physical power: +6 Changes stats: +2 Str Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Blackdream (0 def, 0 armour)Blackdream (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 mind Changes resistances: +3% darkness Psi each turn: +0.10 Psi per kill: +2.00 Maximum hate: +2.00 Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. brawler's rough leather gloves (0 def, 1 armour)brawler's rough leather gloves (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of acid resistance (2 def, 6 armour)cleansing steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +15% acid / +11% nature / +11% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of cold resistance (2 def, 6 armour)cleansing steel mail armour of cold resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +15% cold / +11% nature / +12% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour (2 def, 6 armour)radiant steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +2 Wil Damage when the wearer is hit: 4 light Changes resistances: +10% darkness / +10% blight Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.03 to 93.09 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Ce'Nugathra (3 def, 7 armour) Ce'Nugathra (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when the wearer is hit: 20 mind Changes damage: +3% mind A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. iron shield of crushing (4 def, 2 armour, 20.5 block)iron shield of crushing (4 def, 2 armour, 20.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. Corruptionreeve (6 def, 2 armour, 37.5 block)Corruptionreeve (6 def, 2 armour, 37.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 4 temporal Talent granted: +2 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. steel shield 'Silelle' (6 def, 7 armour, 70 block)steel shield 'Silelle' (6 def, 7 armour, 70 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +4 Con Damage when the wearer is hit: 13 fire Changes resistances: +5% arcane / +11% mind / +6% temporal Talent granted: +2 Block Physical save: +7 Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. citrinecitrine 0.00 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'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 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. |
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. |
supercharged elm totem of cure poisons [power 1] (26 cooldown) supercharged elm totem of cure poisons [power 1] (26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 26 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Usdepe the Dwarf Berserker level 11
43rd Profit 122nd year of Ascendancy at 15:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Usdepe the Dwarf Berserker level 7
2nd Acquisition 122nd year of Ascendancy at 09:33 see stats
Fear me not!
Survived the Fearscape!By Usdepe the Dwarf Berserker level 12
12nd Wealth 122nd year of Ascendancy at 14:16 see stats
Level 10
Got a character to level 10.By Usdepe the Dwarf Berserker level 10
26th Profit 122nd year of Ascendancy at 22:13 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Usdepe the Dwarf Berserker level 4
21st Voratun 122nd year of Ascendancy at 12:06 see stats
Log
Usdepe is invigorated by the attack!
Usdepe shrugs off the effect 'Corrode'!
Venom wyrm hits venom drake for 0 acid damage.
Venom wyrm hits Usdepe for 25 acid damage.
Venom wyrm hits venom drake for 0 acid damage.
Usdepe uses Stunning Blow.
Usdepe is invigorated by the attack!
Venom wyrm shrugs off the effect 'Stunned'!
Usdepe hits venom wyrm for 95 physical, 9 darkness, 8 nature damage (total 111.27).
Venom wyrm hits Usdepe for 18 acid damage.
Venom drake hits Usdepe for 21 physical damage.
Venom wyrm hits Usdepe for 43 physical damage.
Usdepe hits venom wyrm for 16 blight, 14 nature, 8 light damage (total 37.46).
Usdepe hits venom drake for 16 blight, 14 nature, 8 light damage (total 37.46).
Usdepe is invigorated by the attack!
Usdepe shrugs off the effect 'Corrode'!
Venom drake is corroded.
Venom wyrm hits venom drake for 0 acid damage.
Venom wyrm hits Usdepe for 25 acid damage.
Venom wyrm hits venom drake for 0 acid damage.
Usdepe uses Sunder Armour.
Usdepe misses venom wyrm.
Venom drake hits Usdepe for 21 physical damage.
Venom wyrm hits Usdepe for 43 physical damage.
Usdepe hits venom wyrm for 16 blight, 14 nature, 8 light damage (total 37.46).
Usdepe hits venom drake for 16 blight, 14 nature, 8 light damage (total 37.46).
Venom drake shrugs off the effect 'Corrode'!
Venom drake has shook off the effects of their corrosion.
Saving game...
