
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 22 / 72% |
Size | medium |
Lifes / Deaths | Killed by Xerirewyn the Guardian at level 18 on the 1st Iron 123rd year of Ascendancy at 23:15 0 / 6Killed by Xerirewyn the Guardian at level 20 on the 8th Voratun 123rd year of Ascendancy at 08:34 Killed by skeleton warrior at level 21 on the 11st Wealth 123rd year of Ascendancy at 02:23 Killed by armoured skeleton warrior at level 21 on the 11st Wealth 123rd year of Ascendancy at 12:20 Killed by orc blood mage at level 22 on the 15th Wealth 123rd year of Ascendancy at 21:55 Killed by disarming trap at level 22 on the 15th Wealth 123rd year of Ascendancy at 22:57 |
Antimagic | Follower |
Primary Stats
Strength | 60 (base 39) |
Dexterity | 20 (base 13) |
Constitution | 33 (base 26) |
Magic | 8 (base 10) |
Willpower | 63 (base 40) |
Cunning | 28 (base 10) |
Resources
Life | -73/634 |
Stamina | 260/296 |
Equilibrium | 70 |
Healing Factor | 1.3 |
Regeneration | 22.353553604738 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 8 |
See Invisible | 11 |
Offense: Mainhand
Damage | 64 |
Accuracy | 29 |
Crit Chance | 17% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 42.1 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 81.981908098959 (80%) |
Defense | 20.75 |
Ranged Defense | 25.75 |
Fatigue | 41 |
Physical Save | 45.471840563289 |
Spell Save | 35.357760844933 |
Mental Save | 44.571840563289 |
Defense: Resistances
All | -20%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Confusion Resistance | 5% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Silence Resistance | 5% |
Pinning Resistance | 63% |
Disarm Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 76% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 695% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. While Heroism is active, you will only die when reaching -137 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Wild Growth |
talent | Icy Skin |
detrimental effect | The target is on fire, taking 25.64 fire damage per turn. Burning |
beneficial effect | You gain 10% resistance against blight. Resolve |
beneficial effect | The target is recovering 25 life each turn. Recovery |
detrimental effect | The target is cursed, reducing all resistances by 24%. Curse of Vulnerability |
beneficial effect | A flow of life spins around the target, regenerating 16.65 life per turn. Regeneration |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Emima the ghoulking. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Thodin Dragonbeard. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Constitution by +2. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 41. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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: * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed warg claw. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | alchemist's lamp 'Brodarak' alchemist's lamp 'Brodarak'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil Critical mult.: +5.00% Mental save: +10 Mindpower: +6 Light radius: +3 See stealth: +8 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Lisibretha (0 def, 4 armour) Lisibretha (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% cold Silence immunity: +5% Confusion immunity: +5% Pinning immunity: +20% Mindpower: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% 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. |
On fingers | warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +26% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
Around neck | stabilizing steel amulet of willpower (+3) stabilizing 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: +12% temporal Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
In main hand | Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Cun / +5 Lck Trap disarming bonus: +5 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
In off hand | Daywarden the stralite shield (10 def, 2 armour, 52 dam, 138.5 block) Daywarden the stralite shield (10 def, 2 armour, 52 dam, 138.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 On weapon hit: * 14% chance to corrode armor Damage (Melee): +4 light When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 15 acid Changes stats: +1 Str / +1 Con Changes resistances: +12% light Talent granted: +4 Block Handheld deflection devices. |
Cloak | linen cloak 'Galegash' (1 def, 0 armour) linen cloak 'Galegash' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Changes damage: +3% lightning / +6% mind Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Kidudar the stralite mail armour (4 def, 24 armour) Kidudar the stralite mail armour (4 def, 24 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +4 Fatigue: +16% Changes stats: +1 Con Changes resistances: +5% arcane A suit of armour made of mail. |
Inventory
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
steel amulet of vision steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +16% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
marksman's copper ring of corrosion (+22%) marksman's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
marksman's steel ring of tenacity marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
steel ring of nature (+22%) steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow 'Ashnaught'elven-wood longbow 'Ashnaught' Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to gain 10% of a turn Damage (Ranged): +5 acid Burst (radius 2) on crit: +2 fire When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +12% acid Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword 'Gywyn' (23-32.2 power, 4 apr) dwarven-steel longsword 'Gywyn' (23-32.2 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% darkness / +6% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
grounding iron helm of strength (+2) (0 def, 3 armour) grounding iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reinforced leather armour 'Dourvagrant' (9 def, 7 armour) reinforced leather armour 'Dourvagrant' (9 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +9 Ranged Defense: +11 Fatigue: +8% Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Damage when hit (Melee): 4 darkness / 8 temporal Changes stats: +7 Str / +6 Wil / +6 Cun Changes resistances: +18% lightning / +9% physical / +15% darkness / +22% cold / +6% temporal Changes damage: +3% temporal Mental save: +18 Light radius: +1 It can be used to activate talent Track, 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: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
radiant dwarven-steel plate armour of the deep (5 def, 12 armour) radiant dwarven-steel plate armour of the deep (5 def, 12 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +12 Defense: +5 Fatigue: +24% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +11% acid / +6% cold / +12% darkness / +13% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
Wrathroot's Barkwood (9 def, 10 armour, 27.5 dam, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 27.5 dam, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 27.5 - 38.5 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
reinforced stralite shield of fire resistance (+22%) (10 def, 9 armour, 41 dam, 167.5 block) reinforced stralite shield of fire resistance (+22%) (10 def, 9 armour, 41 dam, 167.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 41.0 - 49.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +168 When wielded/worn: Armour: +9 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes resistances: +22% fire Talent granted: +4 Block Handheld deflection devices. |
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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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 are 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. |
ash totem of cure ailments 'Polidheseba' [power 2] (10 cooldown) ash totem of cure ailments 'Polidheseba' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +6 Physical power: +2 Maximum life: +10.00 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Thodin Dragonbeard the Dwarf Wyrmic level 11
18th Wealth 122nd year of Ascendancy at 09:39 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 14
13rd Dearth 122nd year of Ascendancy at 14:21 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 15
28th Loss 122nd year of Ascendancy at 08:37 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 20
15th Voratun 123rd year of Ascendancy at 08:47 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 20
37th Stralite 123rd year of Ascendancy at 15:12 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 10
36th Profit 122nd year of Ascendancy at 10:32 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 20
37th Stralite 123rd year of Ascendancy at 12:54 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 15
38th Dearth 122nd year of Ascendancy at 23:59 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 4
19th Voratun 122nd year of Ascendancy at 01:30 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 21
21st Voratun 123rd year of Ascendancy at 03:43 see stats
By Thodin Dragonbeard the Dwarf Wyrmic level 16
30th Loss 122nd year of Ascendancy at 00:04 see stats
Log
Orc blood mage casts Blood Grasp.
Thodin Dragonbeard is invigorated by the attack!
Orc blood mage drains life from Thodin Dragonbeard!
Orc blood mage receives 72 healing from Thodin Dragonbeard.
Orc blood mage's Blood Grasp hits Thodin Dragonbeard for 144 blight damage.
Thodin Dragonbeard performs a melee critical strike against Orc blood mage!
Thodin Dragonbeard uses Battle Call.
Orc blood mage is called to battle!
Orc blood mage is called to battle!
Skeleton warrior is called to battle!
Orc blood mage is knocked back!
Skeleton warrior is knocked back!
Thodin Dragonbeard hits Skeleton warrior for 18 physical damage.
Thodin Dragonbeard hits Orc blood mage for 100 physical, 8 acid, 19 physical (127 total damage).
Talent Shield Pummel is ready to use.
Talent Lightning Speed is ready to use.
Talent Venomous Breath is ready to use.
Thodin Dragonbeard is invigorated by the attack!
Burning from Orc blood mage hits Thodin Dragonbeard for 16 fire damage.
Orc blood mage is no longer invisible.
Orc blood mage casts Blood Grasp.
Thodin Dragonbeard is recovering from the damage!
Thodin Dragonbeard is invigorated by the attack!
Orc blood mage drains life from Thodin Dragonbeard!
Orc blood mage receives 102 healing from Thodin Dragonbeard.
Orc blood mage's Blood Grasp hits Thodin Dragonbeard for 205 blight damage.
Thodin Dragonbeard triggers a trap (Siluriamira the bee swarm's disarming trap)!
Saving game...