Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 18 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Ckazz the dwarf at level 14 on the 29th Shortage 122nd year of Ascendancy at 23:16 0 / 6Killed by carrion worm mass at level 17 on the 3rd Gold 123rd year of Ascendancy at 21:33 Killed by worm that walks at level 17 on the 4th Gold 123rd year of Ascendancy at 00:06 Killed by worm that walks at level 17 on the 4th Gold 123rd year of Ascendancy at 02:06 Killed by Emavena the Guardian at level 17 on the 42nd Stralite 123rd year of Ascendancy at 23:11 Killed by orc blood mage at level 18 on the 44th Stralite 123rd year of Ascendancy at 01:40 |
Primary Stats
| Strength | 50 (base 34) |
| Dexterity | 19 (base 10) |
| Constitution | 39 (base 32) |
| Magic | 8 (base 10) |
| Willpower | 51 (base 30) |
| Cunning | 14 (base 10) |
Resources
| Life | -35/547 |
| Equilibrium | 60 |
| Healing Factor | 1.4 |
| Regeneration | 78.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 39 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39.65 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Arcane | +9% |
| Light | +10% |
| Nature | +9% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 34.2 (70%) |
| Defense | 28.075 |
| Ranged Defense | 29.575 |
| Fatigue | 0 |
| Physical Save | 36.075 |
| Spell Save | 20.325 |
| Mental Save | 29.375 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 36%( 70%) |
| Physical | -4%( 70%) |
| Cold | + 8%( 70%) |
| All | -15%( 70%) |
| Darkness | -3%( 70%) |
| Light | + 39%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 203 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 247 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 280 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | The target is cursed, reducing all resistances by 21%. Curse of Vulnerability |
| beneficial effect | A flow of life spins around the target, regenerating 56.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 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 |
You failed to protect the injured seer from death by forest troll. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Pudgerro. Escort: lost anorithil (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by giant grey rat. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. | 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 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 honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 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 orc heart. * You've found the needed giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 sandworm tooth. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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.' | active |
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 within5 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 | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: -3% Maximum encumbrance: +22 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Blazevein' (0 def, 4 armour) dwarven-steel helm 'Blazevein' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 Armour: +4 Fatigue: +4% Changes stats: +7 Str / +6 Dex / +5 Wil Damage when the wearer hits(melee): 4 light Changes resistances: +9% nature / +10% blight Changes damage: +9% arcane Physical save: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Anolagar AnolagarCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Changes stats: +5 Dex Changes resistances: +3% fire / +6% light Changes resistances penetration: +5% acid Mindpower: +15 Rings can have magical properties. |
| On fingers | gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +4 Con Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Squalorquake (26-39 power, 2 apr) Squalorquake (26-39 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +8 mind / +10 insidious poison Damage conversion: 33% mind When wielded/worn: Accuracy: +15 Defense: +14 Changes stats: +2 Wil Changes damage: +9% nature Massive two-handed maul. |
| On hands | Islaba (0 def, 5 armour) Islaba (0 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +4% physical Knockback immunity: +10% Defense after a teleport: +10 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant dwarven-steel mail armour of command (10 def, 13 armour) radiant dwarven-steel mail armour of command (10 def, 13 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +10 Fatigue: +16% Changes stats: +4 Cun / +1 Wil Damage when the wearer is hit: 6 light Changes resistances: +10% darkness / +14% blight Mental save: +10 Light radius: +1 A suit of armour made of mail. |
| Cloak | regal linen cloak of fog (6 def, 0 armour) regal linen cloak of fog (6 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Wil Changes resistances: +11% light / +10% fire Stealth bonus: +6 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. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
warrior's teleportation rune (range 70) warrior's teleportation rune (range 70)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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Strength stat. 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. |
insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold / +15% fire Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Chargash ChargashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +5% arcane Changes resistances penetration: +15% fire Spell save: +12 Rings can have magical properties. |
Newly picked up Flashnight (18-23.4 power, 6 apr)Flashnight (18-23.4 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +16 lightning When wielded/worn: Damage when the wearer hits(melee): 18 physical Sharp, short and deadly. |
yew longbow of nature yew longbow of natureRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +9 nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +8% nature Longbows are used to shoot arrows at your foes. |
Branurovon (43-60.2 power, 6 apr) Branurovon (43-60.2 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +12 mind Damage conversion: 37% mind When wielded/worn: Accuracy: +16 Defense: +11 Changes stats: +4 Str / +3 Wil Changes damage: +9% physical Stamina when hit: +1.80 Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
gifted vined mindstar of life (5.5-6.05 power, 18 apr, mind damage) gifted vined mindstar of life (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +15.00 Mindpower: +6 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of clarity (9-9.9 power, 24 apr, mind damage) horrifying thorny mindstar of clarity (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 mind / 2 darkness Changes damage: +4% mind / +2% darkness Mental save: +4 Maximum psi: +16.00 Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty cured leather sling of cold mighty cured leather sling of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +7 cold When wielded/worn: Physical power: +6 Changes stats: +1 Str Changes damage: +9% cold Slings are used to hurl stones or metal shots at your foes. |
cruel ash vilestaff of fate (15-18 power, 3 apr, fire damage) cruel ash vilestaff of fate (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +2 Spell save: +4 Mental save: +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Poxclamor (0 def, 4 armour) Poxclamor (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when the wearer hits(melee): 10 nature Changes resistances: +15% mind Changes damage: +15% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour) stabilizing dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Allows you to breathe in: water Physical save: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eremikalthokhad (2 def, 6 armour) Eremikalthokhad (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +7 Cun / +5 Wil Changes damage: +12% arcane A suit of armour made of mail. |
rejuvenating cured leather armour of lightning resistance (2 def, 4 armour) rejuvenating cured leather armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +18% lightning Life regen: +0.60 Stamina each turn: +0.50 A suit of armour made of leather. |
Newly picked up Chaliyayon (6 def, 12 armour, 12.5 dam, 37 block)Chaliyayon (6 def, 12 armour, 12.5 dam, 37 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +37 When wielded/worn: Armour: +12 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Confusion immunity: +25% Spellpower: +10 Handheld deflection devices |
icy steel shield (6 def, 2 armour, 18 dam, 38 block) icy steel shield (6 def, 2 armour, 18 dam, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +38 Damage when this weapon hits: +11 ice When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 12 cold Talent granted: +2 Block Handheld deflection devices |
Kilncut (12/12, 21.5-30.1 power, 7 apr) Kilncut (12/12, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Damage when this weapon hits(ranged): +20 fire Burst (radius 1) on hit: +16 fire Damage conversion: 50% mind Arrows are used with bows to pierce your foes to death. |
arcing quiver of ash arrows of crippling (10/10, 17-23.8 power, 7 apr) arcing quiver of ash arrows of crippling (10/10, 17-23.8 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +7.5% Capacity: 10 Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits(ranged): +7 lightning Arrows are used with bows to pierce your foes to death. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
ash totem of cure illness [power 2] (20 cooldown) ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Pudgerro the Dwarf Wyrmic level 14
26th Loss 122nd year of Ascendancy at 21:11 see stats
Exterminator
Killed 1000 creatures.By Pudgerro the Dwarf Wyrmic level 15
21st Steel 123rd year of Ascendancy at 18:28 see stats
Fear me not!
Survived the Fearscape!By Pudgerro the Dwarf Wyrmic level 11
43rd Profit 122nd year of Ascendancy at 13:29 see stats
Level 10
Got a character to level 10.By Pudgerro the Dwarf Wyrmic level 10
25th Profit 122nd year of Ascendancy at 18:41 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Pudgerro the Dwarf Wyrmic level 4
20th Voratun 122nd year of Ascendancy at 12:14 see stats
The Arena
Unlocked Arena mode.By Pudgerro the Dwarf Wyrmic level 11
28th Profit 122nd year of Ascendancy at 04:22 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Pudgerro the Dwarf Wyrmic level 15
24th Iron 123rd year of Ascendancy at 12:00 see stats
The secret city
Discovered the truth about mages.By Pudgerro the Dwarf Wyrmic level 17
32nd Steel 123rd year of Ascendancy at 00:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Pudgerro the Dwarf Wyrmic level 17
32nd Steel 123rd year of Ascendancy at 07:55 see stats
Log
Pudgerro is cursed.
Pudgerro spits acid!
Pudgerro hits Xerydariavea the Guardian for 191 acid damage.
Orc blood mage uses Orcish Fury.
Orc blood mage enters a state of bloodlust.
Xerydariavea the Guardian uses Disengage.
Orc blood mage is no longer invisible.
Orc blood mage casts Blood Grasp.
Orc blood mage drains life from Pudgerro!
Orc blood mage hits Pudgerro for 134 blight damage.
Pudgerro uses Corrosive Mist.
Orc blood mage casts Blood Grasp.
Orc blood mage is corroded.
Red jelly is corroded.
Pudgerro hits orc blood mage for 44 acid damage.
Pudgerro hits red jelly for 44 acid damage.
Pudgerro killed red jelly!
Orc blood mage drains life from Pudgerro!
Orc blood mage hits Pudgerro for 134 blight damage.
Pudgerro uses Infusion: Regeneration.
Pudgerro starts regenerating health quickly.
Orc blood mage casts Blood Grasp.
Pudgerro hits orc blood mage for 44 acid damage.
Saving done.
Saving done.
Saving game...
