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 | 34 / 97% |
Size | medium |
Lifes / Deaths | Killed by snow giant chieftain at level 15 on the 7th Loss 122nd year of Ascendancy at 11:15 0 / 8Killed by snow giant boulder thrower at level 15 on the 7th Loss 122nd year of Ascendancy at 13:05 Killed by Ce'Nyselle the white ooze at level 19 on the 28th Steel 123rd year of Ascendancy at 15:02 Killed by elven tempest at level 24 on the 8th Profit 123rd year of Ascendancy at 11:45 Killed by vampire lord at level 27 on the 15th Shortage 123rd year of Ascendancy at 06:42 Killed by skeleton warrior at level 28 on the 26th Iron 124th year of Ascendancy at 16:43 Killed by Veliriassra the copperhead snake at level 34 on the 24th Gold 124th year of Ascendancy at 02:41 Killed by Veliriassra the copperhead snake at level 34 on the 24th Gold 124th year of Ascendancy at 03:09 |
Antimagic | Follower |
Primary Stats
Strength | 75 (base 57) |
Dexterity | 27 (base 19) |
Constitution | 36 (base 18) |
Magic | 8 (base 10) |
Willpower | 82 (base 60) |
Cunning | 31 (base 10) |
Resources
Mana | 629/658 |
Psi | 172/172 |
Life | -185/984 |
Stamina | 339/339 |
Equilibrium | 41 |
Healing Factor | 1.5 |
Regeneration | 95.1 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
Offense: Mainhand
Damage | 130 |
Accuracy | 49 |
Crit Chance | 15% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 47.933333333333 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Nature | +15% |
Fire | +10% |
Physical | +4% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Defense: Base
Armour (hardiness) | 52 (80%) |
Defense | 19.95 |
Ranged Defense | 19.95 |
Fatigue | 26 |
Physical Save | 58.575 |
Spell Save | 57.125 |
Mental Save | 65.85625 |
Defense: Resistances
Nature | + 70%( 70%) |
Fire | + 41%( 70%) |
Light | + 12%( 70%) |
Temporal | 0%( 70%) |
Blight | + 20%( 70%) |
Physical | + 6%( 70%) |
Cold | + 52%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 75% |
Stun Resistance | 55% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 34% for 4 turns. Its effects scale with your Strength 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 223 life. Its effects scale with your Dexterity 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 315 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 753% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Two-handed weapons | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker |
beneficial effect | A flow of life spins around the target, regenerating 63.00 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | You gain 16% resistance against nature. Resolve |
detrimental effect | Gorbach is fed upon by Veliriassra the copperhead snake. Fed Upon |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution 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 have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 30. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Ungrol of Last Hope in creating an elixir of brawn. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | guard's alchemist's lamp of health guard's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 Maximum life: +54.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Kindleglory the hardened leather cap (0 def, 6 armour) Kindleglory the hardened leather cap (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +3 Str Damage when the wearer is hit: 7 physical / 20 fire Physical save: +8 Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 282.96 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | Growstoker of healing [power 180] (16/35 cooldown) Growstoker of healing [power 180] (16/35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 18 nature Changes resistances: +15% nature Changes damage: +9% nature It can be used to heals the target for 180, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's gold ring of fire (+20%) savior's gold ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Physical save: +9 Spell save: +9 Mental save: +7 Rings can have magical properties. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 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. |
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 | Golden Three-Edged Sword 'The Truth' (40-64 power, 1 apr) Golden Three-Edged Sword 'The Truth' (40-64 power, 1 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: 9% chance to stun or confuse the target Damage when this weapon hits: +40 darkness / +40 light The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 100 power out of 91/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
Main armor | Hathasus (5 def, 30 armour) Hathasus (5 def, 30 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +5 Fatigue: +16% Changes stats: +9 Cun / +10 Wil Changes damage: +9% mind Mental save: +38 Hate per kill: +1.00 Mindpower: +2 Mental crit. chance: +1% A suit of armour made of mail. |
Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 18/60) : Effective talent level: 2.0 Power cost: 30 out of 18/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 5 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 5). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Around neck | Erybers ErybersCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Dex / +5 Con Changes resistances: +15% fire / +12% light Disease immunity: +25% Pinning immunity: +20% Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
anchoring gold amulet of the fish anchoring gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% cold / +11% temporal Allows you to breathe in: water Knockback immunity: +28% Amulets can have magical properties. |
grounding gold amulet of vision grounding gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Blindness immunity: +22% Stun/Freeze immunity: +23% Infravision radius: +2 See invisible: +7 Amulets can have magical properties. |
insulating gold amulet of strength (+2) insulating gold amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +14% cold / +15% fire Amulets can have magical properties. |
solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +6 Wil Life regen: +1.00 Maximum life: +74.00 Mindpower: +12 Healing mod.: +18% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Aerudunadig (28-36.4 power, 9 apr)Aerudunadig (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Changes damage: +6% mind Allows you to breathe in: water Life regen bonus (wilder-summons): +3.00 Sharp, short and deadly. |
dwarven-steel greatmaul 'Yviwe' (44-66 power, 2 apr) dwarven-steel greatmaul 'Yviwe' (44-66 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +4 acid Damage conversion: 10% acid When wielded/worn: Armour penetration: +19 Physical crit. chance: +22.0% Changes resistances penetration: +10% physical Changes damage: +10% physical / +9% acid Critical mult.: +12.00% Massive two-handed maul. |
quick stralite longsword of massacre (42-58.8 power, 5 apr) quick stralite longsword of massacre (42-58.8 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 90% When wielded/worn: Accuracy: +10 Changes stats: +4 Dex Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. earthen elven-wood magestaff of might (25-30 power, 5 apr, cold damage)earthen elven-wood magestaff of might (25-30 power, 5 apr, cold damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +3 Changes damage: +25% cold Talent granted: +1 Command Staff Physical save: +6 Spellpower: +12 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater yew magestaff of projection (20-24 power, 4 apr, cold damage)greater yew magestaff of projection (20-24 power, 4 apr, cold damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane / +20% fire / +20% cold / +20% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% It can be used to projects a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
thick linen cloak of Eldoral (1 def, 6 armour) thick linen cloak of Eldoral (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Cun / +1 Dex Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashscar (2 def, 6 armour) Flashscar (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 20 lightning Changes resistances: +27% lightning / +15% fire A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Cuirass of the Thronesmen (20 def, 29 armour) Cuirass of the Thronesmen (20 def, 29 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Defense: +20 Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
radiant dwarven-steel plate armour of the dragon (5 def, 11 armour) radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +2 Str / +3 Wil / +1 Con Damage when the wearer is hit: 6 light Changes resistances: +8% physical / +7% fire / +6% cold / +5% lightning / +7% acid / +15% blight / +10% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +20% Knockback immunity: +23% Light radius: +2 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 30.5 dam, 105 block) Black Mesh (8 def, 2 armour, 30.5 dam, 105 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +105 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Lustreobeisance the dwarven-steel shield (8 def, 16 armour, 27 dam, 212.5 block) Lustreobeisance the dwarven-steel shield (8 def, 16 armour, 27 dam, 212.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +212 Damage when this weapon hits: +13 lightning daze When wielded/worn: Armour: +16 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +5 Con Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 15 lightning Changes resistances: +6% light Changes damage: +9% light Talent granted: +3 Block Physical save: +7 Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
74 alchemist agate 74 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. |
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. |
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. |
guard's alchemist's lamp of health guard's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 Maximum life: +50.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
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. |
quiet dwarven-steel torque of psychoportation [power 37] (16/30 cooldown) quiet dwarven-steel torque of psychoportation [power 37] (16/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 37), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Gorbach the Dwarf Wyrmic level 31
35th Steel 124th year of Ascendancy at 14:21 see stats
By Gorbach the Dwarf Wyrmic level 30
4th Steel 124th year of Ascendancy at 11:20 see stats
By Gorbach the Dwarf Wyrmic level 21
2nd Stralite 123rd year of Ascendancy at 21:59 see stats
By Gorbach the Dwarf Wyrmic level 11
5th Wealth 122nd year of Ascendancy at 16:18 see stats
By Gorbach the Dwarf Wyrmic level 33
12nd Gold 124th year of Ascendancy at 10:15 see stats
By Gorbach the Dwarf Wyrmic level 16
15th Shortage 122nd year of Ascendancy at 19:06 see stats
By Gorbach the Dwarf Wyrmic level 22
12nd Voratun 123rd year of Ascendancy at 12:32 see stats
By Gorbach the Dwarf Wyrmic level 30
6th Steel 124th year of Ascendancy at 04:23 see stats
By Gorbach the Dwarf Wyrmic level 27
4th Shortage 123rd year of Ascendancy at 20:47 see stats
By Gorbach the Dwarf Wyrmic level 10
15th Profit 122nd year of Ascendancy at 01:21 see stats
By Gorbach the Dwarf Wyrmic level 20
39th Steel 123rd year of Ascendancy at 12:34 see stats
By Gorbach the Dwarf Wyrmic level 30
4th Steel 124th year of Ascendancy at 01:02 see stats
By Gorbach the Dwarf Wyrmic level 11
38th Profit 122nd year of Ascendancy at 02:26 see stats
By Gorbach the Dwarf Wyrmic level 23
25th Voratun 123rd year of Ascendancy at 12:19 see stats
By Gorbach the Dwarf Wyrmic level 33
12nd Gold 124th year of Ascendancy at 14:16 see stats
By Gorbach the Dwarf Wyrmic level 4
19th Voratun 122nd year of Ascendancy at 15:47 see stats
By Gorbach the Dwarf Wyrmic level 10
17th Profit 122nd year of Ascendancy at 16:17 see stats
By Gorbach the Dwarf Wyrmic level 9
11st Profit 122nd year of Ascendancy at 15:17 see stats
By Gorbach the Dwarf Wyrmic level 14
6th Loss 122nd year of Ascendancy at 22:27 see stats
By Gorbach the Dwarf Wyrmic level 25
4th Wealth 123rd year of Ascendancy at 18:03 see stats
By Gorbach the Dwarf Wyrmic level 25
11st Profit 123rd year of Ascendancy at 07:13 see stats
By Gorbach the Dwarf Wyrmic level 16
23rd Shortage 122nd year of Ascendancy at 08:35 see stats
By Gorbach the Dwarf Wyrmic level 34
24th Gold 124th year of Ascendancy at 02:41 see stats
By Gorbach the Dwarf Wyrmic level 30
17th Steel 124th year of Ascendancy at 13:10 see stats
Log
Shadow hits Gorbach for 20 physical damage.
Gorbach hits Veliriassra the copperhead snake for 61 nature damage.
Gorbach hits shadow for 201 mind damage.
Gorbach killed shadow!
Veliriassra the copperhead snake uses Dark Torrent.
Gorbach is invigorated by the attack!
Gorbach shrugs off the effect 'Blinded'!
Veliriassra the copperhead snake hits Gorbach for 287 darkness damage.
Gorbach uses Infusion: Healing.
Skeleton archer shoots!
Skeleton warrior uses Stunning Blow.
Gorbach's mind surges with critical power!
Gorbach is invigorated by the attack!
Gorbach is invigorated by the attack!
Gorbach resists the stunning blow!
Gorbach is invigorated by the attack!
Skeleton warrior hits Gorbach for 76 physical, 39 arcane damage (total 114.60).
Skeleton warrior hits Gorbach for 137 physical, 10 nature, 22 temporal damage (total 168.20).
Gorbach hits skeleton warrior for 7 physical, 22 fire damage (total 28.23).
Gorbach hits skeleton warrior for 7 physical, 22 fire damage (total 28.23).
Gorbach's mind surges with critical power!
Gorbach is invigorated by the attack!
Skeleton master archer uses Pinning Shot.
Skeleton archer hits Gorbach for 81 physical, 3 nature damage (total 83.73).
Gorbach resists!
Gorbach is invigorated by the attack!
Skeleton master archer hits Gorbach for 98 physical, 6 nature damage (total 103.00).
Veliriassra the copperhead snake uses Willful Strike.
Saving game...