Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 19 / 69% |
Size | big |
Lifes / Deaths | Killed by orc soldier at level 1 on the 16th Voratun 122nd year of Ascendancy at 15:48 / 34Killed by orc warrior at level 1 on the 17th Voratun 122nd year of Ascendancy at 03:16 Killed by brecklorn at level 5 on the 21st Voratun 122nd year of Ascendancy at 09:37 Killed by grannor'vor at level 5 on the 21st Voratun 122nd year of Ascendancy at 19:49 Killed by The Shade at level 9 on the 8th Profit 122nd year of Ascendancy at 13:00 Killed by Lisidassra the blue ooze at level 12 on the 18th Wealth 122nd year of Ascendancy at 09:26 Killed by ritch flamespitter at level 12 on the 19th Wealth 122nd year of Ascendancy at 00:17 Killed by multi-hued crystal at level 14 on the 11st Dearth 122nd year of Ascendancy at 23:02 Killed by water imp at level 14 on the 13rd Dearth 122nd year of Ascendancy at 20:13 Killed by Betylle the devourer at level 14 on the 15th Dearth 122nd year of Ascendancy at 08:15 Killed by luminous horror at level 14 on the 15th Dearth 122nd year of Ascendancy at 13:00 Killed by devourer at level 15 on the 16th Dearth 122nd year of Ascendancy at 03:35 Killed by bloated horror at level 15 on the 17th Dearth 122nd year of Ascendancy at 03:06 Killed by Daka the thalore at level 16 on the 5th Shortage 122nd year of Ascendancy at 18:10 Killed by Ivassra the gigantic corrosive tunneler at level 16 on the 15th Shortage 122nd year of Ascendancy at 20:26 Killed by Salatha the gigantic corrosive tunneler at level 17 on the 17th Shortage 122nd year of Ascendancy at 02:50 Killed by Sandworm Queen at level 17 on the 17th Shortage 122nd year of Ascendancy at 17:46 Killed by orc corruptor at level 17 on the 27th Shortage 122nd year of Ascendancy at 06:57 Killed by Eilinodanor the gwelgoroth at level 18 on the 21st Iron 123rd year of Ascendancy at 03:52 Killed by Grand Corruptor at level 18 on the 22nd Iron 123rd year of Ascendancy at 23:11 Killed by Grand Corruptor at level 18 on the 23rd Iron 123rd year of Ascendancy at 00:17 Killed by Layelaith the vampire at level 18 on the 26th Iron 123rd year of Ascendancy at 23:37 Killed by Belathra the eternal bone giant at level 18 on the 27th Iron 123rd year of Ascendancy at 09:49 Killed by Belathra the eternal bone giant at level 18 on the 27th Iron 123rd year of Ascendancy at 12:13 Killed by Belathra the eternal bone giant at level 18 on the 27th Iron 123rd year of Ascendancy at 14:07 Killed by enthralled slave at level 18 on the 14th Steel 123rd year of Ascendancy at 08:58 Killed by Aryth the broken golem at level 19 on the 17th Steel 123rd year of Ascendancy at 18:26 Killed by Poruvea the broken golem at level 19 on the 18th Steel 123rd year of Ascendancy at 04:40 Killed by ancient elven mummy at level 19 on the 31st Steel 123rd year of Ascendancy at 15:26 Killed by Emelaseda the orc warrior at level 19 on the 34th Steel 123rd year of Ascendancy at 06:08 Killed by Greater Mummy Lord at level 19 on the 35th Steel 123rd year of Ascendancy at 07:08 Killed by Greater Mummy Lord at level 19 on the 35th Steel 123rd year of Ascendancy at 08:03 Killed by Greater Mummy Lord at level 19 on the 35th Steel 123rd year of Ascendancy at 08:58 Killed by Greater Mummy Lord at level 19 on the 35th Steel 123rd year of Ascendancy at 09:51 |
Antimagic | Follower |
Primary Stats
Strength | 55 (base 43) |
Dexterity | 18 (base 14) |
Constitution | 21 (base 14) |
Magic | 10 (base 10) |
Willpower | 56 (base 38) |
Cunning | 23 (base 10) |
Resources
Life | 558/558 |
Stamina | 269/269 |
Equilibrium | 0 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | +8.30930844295% |
Attack | +8.30930844295% |
Movement | -55.796683224497% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 11 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 93 |
Accuracy | 45 |
Crit Chance | 19% |
APR | 15 |
Speed | 0.92 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 13% |
Speed | 0.92328167761013 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 38.4 (74.117647058824%) |
Defense | 16 |
Ranged Defense | 18 |
Fatigue | 24.820498915401 |
Physical Save | 39 |
Spell Save | 41 |
Mental Save | 47 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Pinning Resistance | 41% |
Knockback Resistance | 85% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 179 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 485% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved mental save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Willpower 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 59. | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink. * You've found the needed electric eel tail. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 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 | Gawen the Blazewitch (0 def, 4 armour) Gawen the Blazewitch (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 4 fire Changes resistances: +3% fire Changes resistances penetration: +10% blight / +10% fire Stamina each turn: +0.40 Maximum life: +41.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of iron shots 'Dazzlereign' (18/18, 15-18 power, 1 apr) pouch of iron shots 'Dazzlereign' (18/18, 15-18 power, 1 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 On weapon hit: * 20% chance to blind * 10% chance to knock the target back Damage (Ranged): +17 physical / +4 nature Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
Light source | bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +9 (+3 eff.) Light radius: +5 See stealth: +11 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | grounding iron helm of the depths (0 def, 3 armour) grounding iron helm of the depths (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 / +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Emelyrin the Torchimmortal [power 2] (10 cooldown) Emelyrin the Torchimmortal [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +12% fire Changes damage: +9% fire Talent granted: +2 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's steel ring of tenacity warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
On fingers | Radhuruidar RadhuruidarInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +4 Cun / +5 Wil Changes resistances: +3% fire / +6% light / +3% cold Mindpower: +7 (+3 eff.) Rings can have magical properties. |
Around waist | cleansing rough leather belt of the giants cleansing rough leather belt of the giantsInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% acid / +6% blight Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | voratun waraxe 'Blazewinter' (52.5-73.5 power, 6 apr) voratun waraxe 'Blazewinter' (52.5-73.5 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 13% chance to daze When wielded/worn: Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +12% acid / +10% fire / +10% lightning / +11% cold Changes resistances penetration: +14% lightning Spell save: +14 (+4 eff.) Stun/Freeze immunity: +25% Light radius: +3 One-handed war axes. |
On hands | steady iron gauntlets of dexterity (+2) (0 def, 1 armour) steady iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +1 Changes stats: +2 Dex Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | enlightening dwarven-steel plate armour of the deep (5 def, 12 armour) enlightening dwarven-steel plate armour of the deep (5 def, 12 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +12 Defense: +5 (+4 eff.) Fatigue: +24% Changes stats: +3 Cun / +5 Wil Changes resistances: +6% acid / +9% cold Allows you to breathe in: water Mental save: +18 (+6 eff.) A suit of armour made of metal plates. |
Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+5 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Neroth' gold amulet 'Neroth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Dex Changes resistances: +16% temporal Pinning immunity: +20% Knockback immunity: +31% Healing mod.: +10% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 5; power 34; turns 3; dispells darkness) sun infusion of the sneak (rad 5; power 34; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure mental, physical) wild infusion (resist 12%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
cleansing copper amulet of dexterity (+3) cleansing copper amulet of dexterity (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% nature / +11% blight Poison immunity: +21% Disease immunity: +22% Amulets can have magical properties. |
copper amulet of mastery (0.10 Technique / Combat techniques) copper amulet of mastery (0.10 Technique / Combat techniques)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Combat techniques Amulets can have magical properties. |
restful steel amulet of dexterity (+3) restful steel amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +1.20 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
warrior's stralite ring of misery warrior's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +4 Cun / +6 Str Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Kilnmire the dwarven-steel greatmaul (41.5-62.25 power, 2 apr) Kilnmire the dwarven-steel greatmaul (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +12 temporal / +12 nature Burst (radius 2) on crit: +4 fire When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes damage: +6% fire Massive two-handed mauls. |
dwarven-steel greatmaul 'Aleyandil' (41.5-62.25 power, 2 apr) dwarven-steel greatmaul 'Aleyandil' (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 nature / +12 temporal Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 8 temporal Changes damage: +9% arcane Massive two-handed mauls. |
Xetta the stralite waraxe (31-43.4 power, 5 apr) Xetta the stralite waraxe (31-43.4 power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Changes stats: +1 Wil Mental save: +9 (+3 eff.) Maximum psi: +10.00 Mindpower: +4 (+2 eff.) One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
grounding rough leather belt of the mystic grounding rough leather belt of the mysticPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Mental save: +6 (+2 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
bladed hardened leather cap of the bounder (0 def, 3 armour) bladed hardened leather cap of the bounder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +10 Str / +5 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 128.4 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
153 alchemist agate 153 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+5 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when 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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 18 turns) soldier's iron pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Changes stats: +1 Str Changes resistances: +5% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Wyrm the Dwarf Wyrmic level 17
27th Shortage 122nd year of Ascendancy at 08:10 see stats
By Wyrm the Dwarf Wyrmic level 16
1st Loss 122nd year of Ascendancy at 09:34 see stats
By Wyrm the Dwarf Wyrmic level 16
7th Shortage 122nd year of Ascendancy at 13:42 see stats
By Wyrm the Dwarf Wyrmic level 15
17th Dearth 122nd year of Ascendancy at 20:20 see stats
By Wyrm the Dwarf Wyrmic level 10
44th Profit 122nd year of Ascendancy at 00:52 see stats
By Wyrm the Dwarf Wyrmic level 9
14th Profit 122nd year of Ascendancy at 23:20 see stats
By Wyrm the Dwarf Wyrmic level 4
20th Voratun 122nd year of Ascendancy at 02:59 see stats
By Wyrm the Dwarf Wyrmic level 16
15th Shortage 122nd year of Ascendancy at 20:26 see stats
By Wyrm the Dwarf Wyrmic level 7
4th Profit 122nd year of Ascendancy at 17:41 see stats
By Wyrm the Dwarf Wyrmic level 15
17th Dearth 122nd year of Ascendancy at 22:48 see stats
By Wyrm the Dwarf Wyrmic level 18
16th Steel 123rd year of Ascendancy at 20:31 see stats
By Wyrm the Dwarf Wyrmic level 18
15th Steel 123rd year of Ascendancy at 18:07 see stats
By Wyrm the Dwarf Wyrmic level 18
21st Iron 123rd year of Ascendancy at 18:18 see stats
Log
Wyrm uses Infusion: Regeneration.
Wyrm starts regenerating health quickly.
Rattlesnake shrugs off the critical damage!
Wyrm receives 45 healing from Rotting Disease from Greater Mummy Lord.
Burning from Wyrm hits Rattlesnake for 14 fire damage.
Wyrm is invigorated by the attack!
Wyrm's mind surges with critical power!
Wyrm is invigorated by the attack!
Something performs a melee critical strike against Wyrm!
Wyrm is invigorated by the attack!
Something performs a melee critical strike against Wyrm!
Wyrm hits Something for (0 absorbed), 3 acid, 4 fire, 3 acid, 4 fire, 3 acid, 4 fire (23 total damage).
Something hits Wyrm for 15 physical, 13 light, 11 fire, 152 physical, 12 cold, 125 physical (331 total damage).
Wyrm the level 19 dwarf wyrmic was smashed to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.
Wyrm is free from the rotting disease.
Wyrm stops regenerating health quickly.
Wyrm is no longer attuned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Wyrm!
Saving done.
Resting starts...
Talent Swallow is ready to use.
Talent Prismatic Slash is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Waters of Life is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).