Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 27 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrireda the worm that walks at level 27 on the 21st Steel 123rd year of Ascendancy at 21:08 / 2Killed by Cyrireda the worm that walks at level 27 on the 21st Steel 123rd year of Ascendancy at 21:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 44) |
| Dexterity | 11 (base 10) |
| Constitution | 57 (base 38) |
| Magic | 8 (base 10) |
| Willpower | 57 (base 41) |
| Cunning | 22 (base 10) |
Resources
| Life | -77/1006 |
| Stamina | 316/316 |
| Equilibrium | 45 |
| Healing Factor | 1.12 |
| Regeneration | 3.416 |
Speed
| Mental | +12.907234408791% |
| Attack | +2.9072344087915% |
| Movement | +21.54510541169% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 39 |
| Crit Chance | 27% |
| APR | 23 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44.566666666667 |
| Crit Chance | 13% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 39.299999999999 (66.666666666667%) |
| Defense | 26.675 |
| Ranged Defense | 30.675 |
| Fatigue | 26 |
| Physical Save | 46.6 |
| Spell Save | 35.375 |
| Mental Save | 39.825 |
Defense: Resistances
| All | + 15%( 74%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 11% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -440 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 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 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 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Antimagic Shield |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 28.41 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 212.95 blight damage and spawn a carrion worm mass. |
| detrimental effect | All damage done by the target will also hurt it for 26%. Martyrdom |
| beneficial effect | You gain 11% resistance against acid. Resolve |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost anorithil from death by shadow. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 13. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. * You've found the needed bear paw. 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 giant spider spinneret. * You've found the needed wretchling eyeball. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed ice wyrm tooth. * '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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | invigorating pair of iron boots of evasion (10 def, 3 armour) invigorating pair of iron boots of evasion (10 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: -2% Stamina each turn: +0.30 Maximum life: +31.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 12 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Shocklord ShocklordInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +2 Wil Changes damage: +6% lightning Mental save: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +5% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Poruritha' (0 def, 6 armour) dwarven-steel helm 'Poruritha' (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +6 Fatigue: +0% Changes stats: +3 Str / +2 Con Changes resistances: +10% lightning / +6% temporal Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -60.00 life Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
| On hands | storm dwarven-steel gauntlets of butchering (0 def, 2 armour) storm dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Physical power: +8 (+3 eff.) Armour: +2 Damage (Melee): 8 lightning Changes resistances: +7% blight / +6% lightning Changes damage: +6% lightning Spell save: +10 (+5 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Airrazor [power 47] (5/20 cooldown) Airrazor [power 47] (5/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% mind Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +15% lightning Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% 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 radius 1 tidal wave that expands slowly over 7 turns, dealing 18.16 cold and 15.83 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | solipsist's steel ring of speed solipsist's steel ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+2 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| Around neck | steel amulet 'Furnacesmasher' steel amulet 'Furnacesmasher'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Damage when hit (Melee): 20 acid Changes stats: +3 Con / +2 Wil Changes resistances: +9% acid / +6% fire Changes resistances cap: +4% all Physical save: +16 (+5 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +11% Life regen: +0.90 Maximum life: +33.00 Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
| In main hand | Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. This item has been sent to the Item's Vault. |
| Around waist | grounding hardened leather belt of resilience grounding hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Maximum life: +44.00 A belt that goes around your waist. |
| In off hand | impervious dwarven-steel shield of cold resistance (+15%) (8 def, 9 armour, 31-37.2 power, 107 block) impervious dwarven-steel shield of cold resistance (+15%) (8 def, 9 armour, 31-37.2 power, 107 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +107 When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con Changes resistances: +15% cold Talent granted: +3 Block Physical save: +7 (+2 eff.) Handheld deflection devices. |
| Cloak | Relgylatir the cashmere cloak (2 def, 0 armour) Relgylatir the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +3% cold / +9% temporal Spell save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing dwarven-steel mail armour of Eyal (3 def, 8 armour) =keeper= cleansing dwarven-steel mail armour of Eyal (3 def, 8 armour) =keeper=Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +12% nature / +12% blight Life regen: +1.90 Maximum life: +68.00 Healing mod.: +12% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. vision rune (radius 9; dur 17; see humanoid)vision rune (radius 9; dur 17; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 13) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any humanoid around. 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. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, acid element)yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of the deep (3 def, 9 armour)hardened leather armour of the deep (3 def, 9 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +8% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. |
Isliretira the iron plate armour (3 def, 9 armour) =water= Isliretira the iron plate armour (3 def, 9 armour) =water=Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +2 Dex Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Critical mult.: +3.00% Maximum stamina: +15.00 A suit of armour made of metal plates. |
Tooth of the Mouth (dig speed 12 turns) =digger= Tooth of the Mouth (dig speed 12 turns) =digger=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. |
Heart of Poosh =keeper= Heart of Poosh =keeper=Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
This item will automatically be transmogrified when you leave the level. bright alchemist's lamp of healthbright alchemist's lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +55.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus =keeper= Crystal Focus =keeper=Requires: - Level 15 Powered 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. This item has been sent to the Item's Vault. |
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 after 40 turns, 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of clear mind [power 2] (5/10 cooldown)dwarven-steel torque of clear mind [power 2] (5/10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Nogard the Dwarf Wyrmic level 16
29th Loss 122nd year of Ascendancy at 01:45 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Nogard the Dwarf Wyrmic level 8
1st Acquisition 122nd year of Ascendancy at 09:08 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Nogard the Dwarf Wyrmic level 22
18th Iron 123rd year of Ascendancy at 08:15 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Nogard the Dwarf Wyrmic level 16
29th Loss 122nd year of Ascendancy at 00:45 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nogard the Dwarf Wyrmic level 18
25th Shortage 122nd year of Ascendancy at 22:13 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Nogard the Dwarf Wyrmic level 24
28th Iron 123rd year of Ascendancy at 15:41 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nogard the Dwarf Wyrmic level 16
15th Loss 122nd year of Ascendancy at 04:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Nogard the Dwarf Wyrmic level 10
24th Profit 122nd year of Ascendancy at 23:54 see stats
Level 20 (Roguelike)
Got a character to level 20.By Nogard the Dwarf Wyrmic level 20
1st Iron 123rd year of Ascendancy at 09:15 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Nogard the Dwarf Wyrmic level 13
21st Dearth 122nd year of Ascendancy at 05:41 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Nogard the Dwarf Wyrmic level 27
20th Steel 123rd year of Ascendancy at 06:59 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Nogard the Dwarf Wyrmic level 8
9th Profit 122nd year of Ascendancy at 21:47 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nogard the Dwarf Wyrmic level 24
4th Steel 123rd year of Ascendancy at 17:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Nogard the Dwarf Wyrmic level 8
11st Profit 122nd year of Ascendancy at 13:48 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Nogard the Dwarf Wyrmic level 19
29th Shortage 122nd year of Ascendancy at 01:22 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Nogard the Dwarf Wyrmic level 24
4th Steel 123rd year of Ascendancy at 02:32 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Nogard the Dwarf Wyrmic level 22
9th Iron 123rd year of Ascendancy at 19:58 see stats
Unstoppable (Roguelike)
Returned from the dead.By Nogard the Dwarf Wyrmic level 27
21st Steel 123rd year of Ascendancy at 21:09 see stats
Log
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Cyrireda the worm that walks is filled with the Sun's fury!
Cyrireda the worm that walks performs a melee critical strike against Nogard!
Nogard's mind surges with critical power!
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard is a martyr.
Nogard is recovering from the damage!
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard is stunned!
Nogard damages himself through Martyrdom!
Nogard hits Cyrireda the worm that walks for 0 acid, 21 lightning, 0 acid, 21 lightning, 0 acid, 21 lightning (63 total damage).
Shield of Light hits Cyrireda the worm that walks for 14 healing, 14 healing, 14 healing (0 total damage) [41 healing].
Weapon of Wrath hits Nogard for (33 antimagic), 464 fire (464 total damage).
Cyrireda the worm that walks hits Nogard for (25 blocked), 0 physical, (13 antimagic), 0 lightning, (23 antimagic), 0 light, (33 antimagic), 47 light, (25 antimagic), 0 blight, (19 antimagic), 0 light, (33 antimagic), 42 light, (25 antimagic), 0 blight, (33 blocked), 0 physical, (13 antimagic), 0 lightning, (23 antimagic), 0 light, (33 antimagic), 47 light, (25 antimagic), 0 blight, (6 antimagic), 0 lightning (135 total damage).
Nogard is invigorated by the attack!
Nogard is invigorated by the attack!
Nogard receives 30 healing.
Worm Rot from Cyrireda the worm that walks hits Nogard for (23 antimagic), 0 blight, (22 antimagic), 0 acid (0 total damage).
Infusion: Heroism is still on cooldown for 1 turns.
Cyrireda the worm that walks casts Sun Ray.
Saving game...
