Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Reaver |
| Level / Exp | 24 / 54% |
| Size | big |
| Lifes / Deaths | Killed by Velewyn the skeleton magus at level 23 on the 21st Voratun 123rd year of Ascendancy at 12:15 2 / 4Killed by Grand Corruptor at level 24 on the 13rd Profit 123rd year of Ascendancy at 14:35 Killed by dread at level 24 on the 14th Profit 123rd year of Ascendancy at 16:54 Killed by Ce'Nygann the Guardian at level 24 on the 41st Profit 123rd year of Ascendancy at 04:48 |
Primary Stats
| Strength | 48 (base 39) |
| Dexterity | 14 (base 11) |
| Constitution | 34 (base 25) |
| Magic | 58 (base 49) |
| Willpower | 27 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 771/771 |
| Mana | 323/323 |
| Vim | 192/192 |
| Healing Factor | 1.05 |
| Regeneration | 2.8875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 38 |
| Crit Chance | 14% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 38 |
| Crit Chance | 8% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41.666666666667 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.35 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.92 (81.030927835052%) |
| Defense | 28.7 |
| Ranged Defense | 34.2 |
| Fatigue | 31 |
| Physical Save | 44.521840563289 |
| Spell Save | 40.538507229955 |
| Mental Save | 36.632760844933 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Stone alchemy | 0.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 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
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 successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by copperhead snake. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 6. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. | active |
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 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 | Toleg the pair of hardened leather boots (5 def, 3 armour) Toleg the pair of hardened leather boots (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +1 Dex / +2 Wil Changes damage: +3% physical A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +41.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +9 Mag / +8 Wil / +5 Cun Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 34.56 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Voidrain (0 def, 2 armour) Voidrain (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 8 acid Damage when hit (Melee): 4 temporal Changes stats: +4 Dex Changes resistances: +7% acid Changes resistances penetration: +5% darkness Changes damage: +4% acid / +6% temporal Mana each turn: +0.17 Spellpower: +7 (+2 eff.) Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring of speed steel ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+3 eff.) Movement speed: +11% 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. |
| On fingers | gladiator's gold ring of blinding strikes gladiator's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 17% chance to blind Effects on ranged hit: * 10% chance to blind Changes stats: +5 Str / +6 Con Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 6/40) : Effective talent level: 2.0 Power cost: 40 out of 6/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 174 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | hardened leather belt 'Erathad' hardened leather belt 'Erathad'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Physical save: +20 (+7 eff.) Spell save: +7 (+2 eff.) Stamina each turn: +0.20 Only die when reaching: -60.00 life Maximum life: +20.00 Healing mod.: +5% Size category: +1 A belt that goes around your waist. |
| In off hand | glacial dwarven-steel waraxe of amnesia (21.5-30.1 power, 4 apr) glacial dwarven-steel waraxe of amnesia (21.5-30.1 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +18 ice When wielded/worn: Armour: +7 Changes resistances penetration: +7% cold One-handed war axes. |
| Cloak | Haryrim (8 def, 2 armour) Haryrim (8 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +6% cold / +1% physical Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating dwarven-steel plate armour of command (10 def, 14 armour) rejuvenating dwarven-steel plate armour of command (10 def, 14 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: +14 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +2 Cun Mental save: +13 (+5 eff.) Life regen: +2.30 Stamina each turn: +0.50 A suit of armour made of metal plates. |
Inventory
teleportation rune of the titan (range 62) teleportation rune of the titan (range 62)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. Its effects scale with your Constitution 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. |
Adagawen AdagawenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Con Changes damage: +3% physical Talent mastery: +0.28 Corruption / Bone Maximum life: +10.00 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding steel amulet of constitution (+4) grounding steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% lightning Stun/Freeze immunity: +25% Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's steel ring of corrosion (+22%) marksman's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's gold ring of tenacitywarrior's gold ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +25% Maximum life: +24.00 Rings can have magical properties. |
elemental steel longsword of crippling (12-16.8 power, 3 apr) elemental steel longsword of crippling (12-16.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +7% acid / +7% fire / +7% lightning / +7% cold Sharp, long, and deadly. |
steel mace 'Lightningwaker' (11.5-16.1 power, 3 apr) steel mace 'Lightningwaker' (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Burst (radius 2) on crit: +7 fire When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 8 arcane / 16 lightning Changes resistances: +6% lightning Changes resistances penetration: +7% physical / +8% fire Changes damage: +5% physical Global speed: +2% Blunt and deadly. |
thought-forged dwarven-steel waraxe of massacre (27.5-38.5 power, 4 apr) thought-forged dwarven-steel waraxe of massacre (27.5-38.5 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +5 mind When wielded/worn: Changes stats: +3 Cun / +1 Wil One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dwarven-steel gauntlets 'Xaba' (0 def, 2 armour) dwarven-steel gauntlets 'Xaba' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes stats: +2 Str / +3 Dex / +6 Cun Changes damage: +6% mind Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +35% Mana each turn: +0.21 Spellpower: +7 (+2 eff.) Spell crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Betanor' (0 def, 6 armour) rough leather gloves 'Betanor' (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes resistances: +6% acid Changes damage: +4% physical Maximum psi: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Strikecast (0 def, 1 armour) Strikecast (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze Changes stats: +2 Str A cap made of leather. |
hardened leather cap 'Bileradiance' (0 def, 3 armour) hardened leather cap 'Bileradiance' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +2 Con Changes resistances penetration: +5% nature A cap made of leather. |
cured leather armour of the deep (2 def, 5 armour) cured leather armour of the deep (2 def, 5 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
11 agate 11 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
70 alchemist agate 70 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 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. |
5 emerald 5 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Healgash' brass lantern 'Healgash'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Hate when firing a critical mind attack: +3.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered 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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life 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. |
quick iron torque of kinetic psionic shield [power 17] (38/15 cooldown) quick iron torque of kinetic psionic shield [power 17] (38/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 17 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 ametrine 13 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Idesgiruradur the Dwarf Reaver level 11
1st Wealth 122nd year of Ascendancy at 00:22 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Idesgiruradur the Dwarf Reaver level 18
31st Steel 123rd year of Ascendancy at 18:35 see stats
Exterminator
Killed 1000 creatures.By Idesgiruradur the Dwarf Reaver level 15
6th Iron 123rd year of Ascendancy at 08:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Idesgiruradur the Dwarf Reaver level 21
30th Stralite 123rd year of Ascendancy at 08:45 see stats
Level 10
Got a character to level 10.By Idesgiruradur the Dwarf Reaver level 10
14th Profit 122nd year of Ascendancy at 23:03 see stats
Level 20
Got a character to level 20.By Idesgiruradur the Dwarf Reaver level 20
18th Stralite 123rd year of Ascendancy at 05:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Idesgiruradur the Dwarf Reaver level 21
36th Stralite 123rd year of Ascendancy at 21:26 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Idesgiruradur the Dwarf Reaver level 4
19th Voratun 122nd year of Ascendancy at 21:25 see stats
That was close
Killed your target while having only 1 life left.By Idesgiruradur the Dwarf Reaver level 24
41st Profit 123rd year of Ascendancy at 04:41 see stats
The Arena
Unlocked Arena mode.By Idesgiruradur the Dwarf Reaver level 9
9th Profit 122nd year of Ascendancy at 16:26 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Idesgiruradur the Dwarf Reaver level 19
8th Gold 123rd year of Ascendancy at 13:14 see stats
The secret city
Discovered the truth about mages.By Idesgiruradur the Dwarf Reaver level 17
19th Iron 123rd year of Ascendancy at 03:18 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Idesgiruradur the Dwarf Reaver level 18
10th Steel 123rd year of Ascendancy at 01:18 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Idesgiruradur the Dwarf Reaver level 19
7th Gold 123rd year of Ascendancy at 04:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Idesgiruradur the Dwarf Reaver level 17
29th Iron 123rd year of Ascendancy at 21:49 see stats
Log
Idesgiruradur performs a melee critical strike against Orc fighter!
Idesgiruradur drains life from Orc fighter!
Orc fighter is knocked back!
Ce'Nygann the Guardian is knocked back!
Idesgiruradur performs a melee critical strike against Orc fighter!
Idesgiruradur drains life from Orc fighter!
Orc fighter has temporarily forgotten Block!
Orc fighter has temporarily forgotten Disarm!
Orc fighter has temporarily forgotten Shield Pummel!
Orc fighter loses sight!
Idesgiruradur hits Ce'Nygann the Guardian for 21 physical, 17 cold (38 total damage).
Idesgiruradur hits Something for 20 cold damage.
Idesgiruradur hits Orc fighter for 127 darkness, 7 acid, , , 22 blight, 18 physical, 96 blight, 7 acid, , , 22 blight, 14 cold (314 total damage).
Orc fighter hits Idesgiruradur for 9 healing, 9 healing (0 total damage) [18 healing].
Ce'Nygann the Guardian uses Willful Strike.
Ce'Nygann the Guardian hits Idesgiruradur for 125 physical damage.
Idesgiruradur the level 24 dwarf reaver was crushed to death by Ce'Nygann the Guardian on level 1 of Ruined Dungeon.
You have 2 life(s) left.
Idesgiruradur deactivates Willful Tormenter.
Idesgiruradur deactivates Blood Vengeance.
Idesgiruradur slows down.
Idesgiruradur is no longer writhing in agony.
Idesgiruradur feels pain again.
Idesgiruradur has finished recovering.
Idesgiruradur deactivates Ruin.
Idesgiruradur deactivates Premonition.
Idesgiruradur deactivates Bone Shield.
The protective shield of Idesgiruradur disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
