Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Reaver |
| Level / Exp | 14 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Betagatira the sand-drake at level 12 on the 17th Profit 122nd year of Ascendancy at 22:20 3 / 2Killed by Weirdling Beast at level 14 on the 24th Profit 122nd year of Ascendancy at 13:36 |
Primary Stats
| Strength | 36 (base 27) |
| Dexterity | 20 (base 15) |
| Constitution | 27 (base 14) |
| Magic | 40 (base 34) |
| Willpower | 23 (base 11) |
| Cunning | 18 (base 13) |
Resources
| Life | 72/425 |
| Vim | 60/170 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 7 |
| See Stealth | 16 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 22 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 22 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.65 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +8% |
| Physical | +6% |
| Lightning | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
Defense: Base
| Armour (hardiness) | -15.672387034993 (30%) |
| Defense | 21.25 |
| Ranged Defense | 21.25 |
| Fatigue | 0 |
| Physical Save | 27.025 |
| Spell Save | 24.525 |
| Mental Save | 14.35 |
Defense: Resistances
| Lightning | + 21%( 70%) |
| Nature | + 25%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 38%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Poison Resistance | 30% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 148 life. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Willful Tormenter |
| talent | Ruin |
| beneficial effect | The target is in a magical bloodlust, improving spellpower by 6. Bloodlust |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target has been splashed with acid, taking 12.24 acid damage per turn, reducing armour by 19 and attack by 16. Acid Splash |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Cunning 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 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 |
Equipment
| On feet | Barknigh (0 def, 1 armour) Barknigh (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Con Damage when the wearer is hit: 8 nature Maximum encumbrance: +30 A pair of boots made of leather. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 21/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | linen wizard hat of seeing (1 def, 0 armour) linen wizard hat of seeing (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Infravision radius: +1 See stealth: +6 See invisible: +5 A pointy cloth hat, very wizardly... |
| On hands | storm iron gauntlets (0 def, 1 armour) storm iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 lightning Changes resistances: +5% lightning Changes damage: +3% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| 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: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 45 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
| In main hand | Skullcleaver (16-22.4 power, 3 apr) Skullcleaver (16-22.4 power, 3 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +6 Stealth bonus: +5 A belt that goes around your waist. |
| In off hand | Prismrock (22.5-31.5 power, 4 apr) Prismrock (22.5-31.5 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +12 light When wielded/worn: Changes stats: +3 Dex / +4 Mag Changes resistances penetration: +25% light Sharp, long, and deadly. |
| Cloak | cashmere cloak of protection (2 def, 0 armour) cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Spell save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 41/50) : Effective talent level: 2.0 Power cost: 18 out of 41/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.62 to 109.87 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
regeneration infusion (heal 108 over 5 turns) regeneration infusion (heal 108 over 5 turns)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. 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. |
sneak's regeneration infusion (heal 153 over 5 turns) sneak's regeneration infusion (heal 153 over 5 turns)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: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 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. |
titan's wild infusion (resist 21%; cure physical) titan's wild infusion (resist 21%; cure 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 4 turns. Its effects scale with your Constitution 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. |
warrior's sun infusion (rad 5; power 63; turns 3; dispells darkness) warrior's sun infusion (rad 5; power 63; 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: 18 Travel Speed: instantaneous Usage Speed: 1 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 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 63) for 3 turns. Its effects scale with your Strength 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. |
Aruchak AruchakInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 Changes resistances: +4% physical Critical mult.: +15.00% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Xarathra (15.5-23.25 power, 2 apr) Xarathra (15.5-23.25 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 15.5 - 23.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% light Changes damage: +12% mind Mindpower: +10 Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 drain life / +10 fire burn Burst (radius 2) on crit: +20 corrupted blood / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Xanybrebrewyn (29-43.5 power, 2 apr) Xanybrebrewyn (29-43.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 12 arcane Changes resistances penetration: +15% arcane Changes damage: +15% mind Massive two-handed maul. |
Sparkflash SparkflashRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Damage when the wearer hits(ranged): 12 lightning Changes resistances: +15% lightning / +12% blight Longbows are used to shoot arrows at your foes. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 75% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Velinne VelinneRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +8 acid blind When wielded/worn: Changes resistances: +9% lightning / +15% blight Longbows are used to shoot arrows at your foes. |
Growlord (13.5-18.9 power, 3 apr) Growlord (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes resistances: +15% nature Critical mult.: +10.00% Blunt and deadly. |
Skyswift (3-3.3 power, 12 apr, nature damage) Skyswift (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 lightning daze Burst (radius 1) on hit: +16 lightning When wielded/worn: Changes damage: +6% lightning Mindpower: +1 Mental crit. chance: +1% 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. |
Churoddaran (10-12 power, 2 apr, physical damage) Churoddaran (10-12 power, 2 apr, physical damage)Requires: - Magic 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +12 manaburn When wielded/worn: Changes resistances: +18% lightning / +9% blight Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Zubomita (15-18 power, 3 apr, acid damage) Zubomita (15-18 power, 3 apr, acid damage)Requires: - Magic 16 Powered by arcane forces 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: Acid Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +6 Con Changes damage: +15% acid / +12% blight Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
greater ash vilestaff of protection (15-18 power, 3 apr, fire damage) greater ash vilestaff of protection (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces 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 resistances: +8% fire / +8% blight / +8% darkness / +8% acid Changes damage: +15% acid / +15% blight / +15% darkness / +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
acidic iron waraxe (5.5-7.7 power, 2 apr) acidic iron waraxe (5.5-7.7 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +7 acid One-handed war axes. |
iron waraxe of ruin (7-9.8 power, 2 apr) iron waraxe of ruin (7-9.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Critical mult.: +10.00% One-handed war axes. |
thunderous steel waraxe (12-16.8 power, 3 apr) thunderous steel waraxe (12-16.8 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 31% lightning daze When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +6% lightning One-handed war axes. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +5.0% Damage conversion: 50% lightning When wielded/worn: Accuracy: +7 It can be used to strike an enemy in range 3, releasing a burst of lightning, costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Beterivena (0 def, 0 armour) Beterivena (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +25% mind Heals friendly targets nearby when you use a nature summon: +40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sparkrupture (0 def, 0 armour) Sparkrupture (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +12% lightning Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots (0 def, 6 armour) miner's pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% A pair of boots made of leather. |
corrosive iron gauntlets (0 def, 1 armour) corrosive iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 acid Changes resistances: +6% acid Changes damage: +3% acid Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets of strength (+2) (0 def, 1 armour) polar iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunugochik (0 def, 3 armour) Gunugochik (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% light Spell save: +6 Stun/Freeze immunity: +25% Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying steel mail armour of command (8 def, 10 armour) fortifying steel mail armour of command (8 def, 10 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 Fatigue: +14% Changes stats: +3 Str / +1 Cun / +2 Con Mental save: +10 Maximum life: +31.00 A suit of armour made of mail. |
Daywolf (4 def, 2 armour, 22.5 block) Daywolf (4 def, 2 armour, 22.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances penetration: +25% light Talent granted: +1 Block Critical mult.: +15.00% Psi when hit: +0.12 Maximum hate: +6.00 Handheld deflection devices |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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. |
opal 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 Gems can be sold for money or used in arcane rituals. |
topaz 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
nightwalker's brass lantern of illusion nightwalker's brass lantern of illusionInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Defense: +5 Changes stats: +4 Wil Physical save: +6 Spell save: +6 Mental save: +5 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Bleakwasp (18/18, 19-22.8 power, 2 apr) Bleakwasp (18/18, 19-22.8 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Burst (radius 2) on crit: +16 darkness Damage conversion: 50% blight Shots are used with slings to pummel your foes to death. |
supercharged iron torque of kinetic psionic shield [power 35] (26 cooldown) supercharged iron torque of kinetic psionic shield [power 35] (26 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 and acid damage by 35 for 6 turns, placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
3 ametrine 3 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% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Caei the Dwarf Reaver level 10
4th Profit 122nd year of Ascendancy at 23:23 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Caei the Dwarf Reaver level 5
19th Voratun 122nd year of Ascendancy at 06:32 see stats
The Arena
Unlocked Arena mode.By Caei the Dwarf Reaver level 12
13rd Profit 122nd year of Ascendancy at 06:37 see stats
The secret city
Discovered the truth about mages.By Caei the Dwarf Reaver level 11
8th Profit 122nd year of Ascendancy at 19:51 see stats
Log
Talent Bone Spear is ready to use.
Caei hits Weirdling Beast for 8 nature damage.
Weirdling Beast hits Caei for 42 lightning, 12 acid damage (total 53.20).
Caei casts Drain.
Caei misses Weirdling Beast.
Caei drains life from Weirdling Beast!
Caei hits Weirdling Beast for 12 blight, 12 light, 7 lightning, 4 mind, 14 blight, 60 blight damage (total 106.38).
Weirdling Beast stops bleeding.
Caei is lost in despair!
Caei hits Weirdling Beast for 7 acid damage.
Talent Rend is ready to use.
Caei hits Weirdling Beast for 8 nature damage.
Weirdling Beast hits Caei for 43 lightning, 12 acid damage (total 54.28).
Caei overcomes the gloom
Caei's mind is clear!
Caei hits Weirdling Beast for 7 acid damage.
Weirdling Beast casts Freeze.
Caei is encased in ice!
Talent Soul Rot is ready to use.
Weirdling Beast hits Caei for 65 cold, 8 acid damage (total 71.38).
Caei uses Infusion: Wild.
Caei is free from the ice.
Caei is cured!
Caei lessens the pain.
There is an entrance to the Sher'Tul ruins here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
