Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 19 / 53% |
Size | medium |
Lifes / Deaths | Killed by Nerowe the hummerhorn at level 19 on the 19th Loss 122nd year of Ascendancy at 17:20 / 1 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 18 (base 12) |
Constitution | 18 (base 12) |
Magic | 36 (base 25) |
Willpower | 45 (base 25) |
Cunning | 63 (base 43) |
Resources
Mana | 163/203 |
Equilibrium | 15 |
Psi | 52/298 |
Life | -31/519 |
Positive | 0/94 |
Stamina | 221/221 |
Paradox | 301 |
Healing Factor | 1.163829787234 |
Regeneration | 4.9462765957447 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -42.105263157895% |
Spell | 0% |
Global | +93.348799501974% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 37.141571790036 |
See Invisible | 37.141571790036 |
Offense: Mainhand
Damage | 61 |
Accuracy | 45 |
Crit Chance | 17% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 45 |
Crit Chance | 18% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +10% |
Lightning | +3% |
Nature | +9% |
Physical | +10% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +10% |
Lightning | +20% |
Defense: Base
Armour (hardiness) | 30 (30%) |
Defense | 35 |
Ranged Defense | 38 |
Fatigue | 16 |
Physical Save | 31.8 |
Spell Save | 35.8 |
Mental Save | 39 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 21%( 70%) |
Physical | + 13%( 70%) |
Cold | + 26%( 70%) |
All | + 13%( 70%) |
Lightning | + 18%( 70%) |
Light | + 39%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 60%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 56% |
Disarm Resistance | 66% |
Confusion Resistance | 23% |
Silence Resistance | 21% |
Stun Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 485 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Wild-gift / Earthen power | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Arcane Combat |
talent | Shards |
talent | Thunderstorm |
talent | Premonition |
talent | Feather Wind |
talent | Beyond the Flesh |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Movement speed is reduced by 42%. Slow movement |
beneficial effect | Reduces nature damage received by 14%. Premonition Shield |
detrimental effect | The target is poisoned, taking 108.61 nature damage per turn. Healing received is reduced by 89%. 25% chance to fail talents. The source of this effect receives healing equal to 58% of the damage it deals to the target. Deadly Poison |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-7% global speed). Solipsism |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed skeleton mage skull. * You've found the needed warg claw. | 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
Psionic focus | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 42% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
On hands | sand hardened leather gloves of the nighthunter (0 def, 7 armour) sand hardened leather gloves of the nighthunter (0 def, 7 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +7 Damage (Melee): 7 physical Changes stats: +2 Cun Changes resistances: +7% darkness Changes damage: +4% physical Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Erelykor the linen wizard hat (1 def, 0 armour) Erelykor the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +6 Cun / +4 Wil Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
On feet | Flashrazor the pair of rough leather boots (0 def, 1 armour) Flashrazor the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 lightning Changes resistances: +6% lightning / +18% fire Changes resistances penetration: +20% lightning Changes damage: +3% lightning / +12% fire Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +21% A pair of boots made of leather. |
Tool | Deepswarden the elm wand of shielding [power 110] (7/18 cooldown) Deepswarden the elm wand of shielding [power 110] (7/18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +1 Physical power: +20 (+7 eff.) Changes stats: +1 Wil Changes resistances: +1% physical Maximum wards: +2 nature / +2 temporal / +3 mind / +3 arcane Changes resistances penetration: +10% darkness Changes damage: +6% physical Talent granted: +1 Ward It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | solipsist's copper ring of tenacity solipsist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +25.00 Mindpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
Around neck | copper amulet 'Barekhad' copper amulet 'Barekhad'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +3 Mag / +2 Wil / +3 Con Reduces incoming crit damage: 5.00% Amulets can have magical properties. |
In main hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 131% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Around waist | noble's rough leather belt noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +18% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist. |
In off hand | Noontide the steel shield (20 def, 4 armour, 14.5-17.4 power, 41 block) Noontide the steel shield (20 def, 4 armour, 14.5-17.4 power, 41 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 94% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (Melee): +8 light When wielded/worn: Armour: +4 Defense: +20 (+8 eff.) Fatigue: +8% Changes stats: +2 Str / +8 Dex Changes resistances: +17% fire Changes resistances penetration: +10% physical Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Willowwyrd' (1 def, 0 armour) linen cloak 'Willowwyrd' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +2 Wil Changes resistances: +6% mind Changes damage: +9% nature Disarm immunity: +20% Maximum life: +20.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bethara (0 def, 0 armour) Bethara (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% acid / +9% all Changes damage: +12% acid Disease immunity: +10% Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +60.00 Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 170; cd 15) healing infusion of the sneak (heal 170; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 280 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the titan (absorb 42; cd 12) shatter afflictions rune of the titan (absorb 42; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
Aerubeth AerubethPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Changes stats: +3 Mag Changes resistances penetration: +5% mind Changes damage: +9% mind Amulets can have magical properties. |
Morbusshear MorbusshearPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes resistances penetration: +5% nature Changes damage: +6% cold Spellpower: +5 (+2 eff.) Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
Xerith the Obsidiantyphoon Xerith the ObsidiantyphoonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +9% acid / +11% physical / +3% darkness Changes damage: +6% darkness / +11% physical Maximum life: +20.00 Rings can have magical properties. |
Yaratar the Blackzeal Yaratar the BlackzealInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) Blindness immunity: +20% Healing mod.: +5% Rings can have magical properties. |
psionicist's copper ring of power psionicist's copper ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
savior's copper ring of sensing savior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of arcana (+0.11/turn) wizard's copper ring of arcana (+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Silence immunity: +21% Mana each turn: +0.11 Rings can have magical properties. |
iron battleaxe 'Earthblast' (13-19.5 power, 1 apr) iron battleaxe 'Earthblast' (13-19.5 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 113% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 29 Damage (Melee): +10 mind When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 56% Damage when hit (Melee): 6 nature Changes stats: +2 Cun / +3 Wil Changes resistances: +3% nature Massive two-handed battleaxes. |
Dimcut (20.5-26.65 power, 6 apr) Dimcut (20.5-26.65 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7 Uses stats: 42% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 24% When wielded/worn: Changes stats: +5 Str / +2 Mag Changes resistances: +3% fire Changes resistances penetration: +10% darkness Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 42% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
plaguebringer's steel dagger of rage (12.5-16.25 power, 6 apr) plaguebringer's steel dagger of rage (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 42% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 19 Damage (Melee): +7 blight When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +3 Str Changes damage: +6% physical Disease immunity: +14% Sharp, short and deadly. |
Barkvengeance (17-27.2 power, 1 apr) Barkvengeance (17-27.2 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 113% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +5 Wil / +3 Mag Changes resistances: +9% nature Maximum vim: +10.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +1% Massive two-handed swords. |
flaming iron greatsword of paradox (16.5-26.4 power, 1 apr) flaming iron greatsword of paradox (16.5-26.4 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 113% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 temporal Damage (radius 1) on hit: +9 fire When wielded/worn: Changes resistances: +9% temporal Massive two-handed swords. |
Islukira (5-5.5 power, 18 apr, mind damage) Islukira (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 blight When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +17.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision radius: +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. |
Quenchpulverizer (11-15.4 power, 2 apr) Quenchpulverizer (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 94% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 29 Damage (Melee): +6 mind / +4 cold When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +6% light / +3% cold One-handed war axes. |
Aledas the linen cloak (1 def, 0 armour) Aledas the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil Changes resistances penetration: +5% mind Critical mult.: +5.00% Maximum life: +34.00 Maximum hate: +2.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerumille the Lightspire (20 def, 2 armour) Aerumille the Lightspire (20 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +20 (+8 eff.) Changes resistances: +6% blight / +18% darkness / +7% all Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Disease immunity: +10% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isaba (0 def, 0 armour) Isaba (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Dex / +7 Wil Changes resistances: +16% lightning / +7% all Changes damage: +11% lightning Maximum psi: +20.00 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of speed (0 def, 1 armour) insulating pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% cold / +5% fire Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Hazevault' (0 def, 1 armour)pair of rough leather boots 'Hazevault' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 4 cold Changes resistances: +3% acid / +6% fire Changes damage: +12% acid / +9% fire / +12% cold Maximum encumbrance: +25 Physical save: +7 (+3 eff.) A pair of boots made of leather. |
Bethoma (0 def, 6 armour) Bethoma (0 def, 6 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Physical crit. chance: +3.0% Armour: +6 Changes stats: +3 Str Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +28% Maximum psi: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dairadir (5 def, 2 armour) Dairadir (5 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+5 eff.) Armour: +2 Defense: +5 (+3 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +3% mind Stamina each turn: +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glintsting (0 def, 2 armour) Glintsting (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Changes stats: +4 Dex / +2 Mag / +2 Cun Changes resistances penetration: +15% light / +20% fire Changes damage: +9% light Reduces incoming crit damage: 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Weepblast (0 def, 2 armour) Weepblast (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 56% Changes stats: +8 Dex / +2 Mag / +1 Cun Changes damage: +9% nature Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of magic (+4) (0 def, 2 armour) radiant hardened leather gloves of magic (+4) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 light Changes stats: +4 Mag Changes resistances: +7% light Changes damage: +4% arcane / +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lavapain the rough leather cap (0 def, 3 armour) Lavapain the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Str / +1 Dex / +3 Mag Changes resistances penetration: +5% fire Infravision radius: +1 A cap made of leather. |
grounding rough leather cap of the depths (0 def, 1 armour) grounding rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% cold / +6% temporal Allows you to breathe in: water A cap made of leather. |
rough leather cap 'Radiancewoe' (0 def, 1 armour) rough leather cap 'Radiancewoe' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 acid Changes stats: +3 Str Changes resistances: +3% mind Changes damage: +3% acid Light radius: +1 A cap made of leather. |
iron shield 'Xanne' (0 def, 2 armour, 8-9.6 power, 19.5 block) iron shield 'Xanne' (0 def, 2 armour, 8-9.6 power, 19.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 94% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +3% lightning / +3% fire / +5% arcane Changes damage: +3% mind Talent granted: +1 Block Maximum life: +42.00 Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
177 alchemist agate 177 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. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beligrim the brass lantern Beligrim the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 28% Changes resistances: +3% acid Stamina each turn: +3.00 Maximum life: +40.00 Maximum stamina: +10.00 Light radius: +3 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (2/2) Rod of Recall (2/2)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 Activation costs 182 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) Activation costs 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. |
Betidhekira the ash totem of stinging [power 182] (7/14 cooldown) Betidhekira the ash totem of stinging [power 182] (7/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +2 Str Changes resistances: +15% lightning / +18% fire Changes resistances penetration: +10% mind It can be used to sting an enemy dealing 168 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (7/14 cooldown) ash totem of healing [power 182] (7/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of summon tentacle [power 100] (7/23 cooldown) evasive elm totem of summon tentacle [power 100] (7/23 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 105 Armor: 1 All Resist: 3 Activation puts all charms on cooldown for 23 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Hathotorain [power 110] (7/14 cooldown) Hathotorain [power 110] (7/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% temporal / +1% physical Only die when reaching: -20.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 19 lightning damage and will be dazed for 1 turn (96 total damage) Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yikes the Dwarf Adventurer level 19
18th Loss 122nd year of Ascendancy at 09:35 see stats
By Yikes the Dwarf Adventurer level 10
27th Profit 122nd year of Ascendancy at 16:39 see stats
By Yikes the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 17:06 see stats
By Yikes the Dwarf Adventurer level 8
23rd Profit 122nd year of Ascendancy at 15:54 see stats
By Yikes the Dwarf Adventurer level 13
17th Wealth 122nd year of Ascendancy at 15:58 see stats
By Yikes the Dwarf Adventurer level 12
44th Profit 122nd year of Ascendancy at 19:25 see stats
Log
Yikes is pinned to the ground.
Yikes mentally dismisses some damage!
Yikes converts some damage to Psi!
Yikes receives 3 healing (1 psi heal) from Shield of Light.
Nerowe the hummerhorn's Shoot hits Yikes for 9 to psi, 21 physical, (1 dismissed), 0 to psi, 1 physical, (1 dismissed), 0 to psi, 1 nature, (0 dismissed), 0 to psi, 0 fire, 16 to psi, 37 physical, 14 to psi, 32 nature (136 total damage).
Nerowe the hummerhorn shoots!
Yikes mentally dismisses some damage!
Yikes converts some damage to Psi!
Nerowe the hummerhorn's Shoot hits Yikes for 9 to psi, 21 physical, 0 to psi, 2 physical, (1 dismissed), 0 to psi, 1 nature, (0 dismissed), 0 to psi, 0 fire (36 total damage).
Yikes fails to use Lightning.
Nerowe the hummerhorn shoots!
The protective shield of Yikes disappears.
Yikes converts some damage to Psi!
Thunderstorm hits Nerowe the hummerhorn for 9 lightning damage.
Deadly Poison from Nerowe the hummerhorn hits Yikes for 14 to psi, 32 nature (47 total damage).
Nerowe the hummerhorn receives 20 healing from Deadly Poison from Nerowe the hummerhorn.
Decrepitude Disease from Yikes hits Nerowe the hummerhorn for 13 blight damage.
Yikes casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Yikes's mind surges with critical power!
Yikes resists the knockback!
Yikes mentally dismisses some damage!
Yikes converts some damage to Psi!
Yikes receives 3 healing (1 psi heal) from Shield of Light.
Nerowe the hummerhorn's Shoot hits Yikes for 8 to psi, 19 physical, (1 dismissed), 0 to psi, 1 physical, (2 dismissed), 0 to psi, 0 nature, (0 dismissed), 0 to psi, 0 fire, 16 to psi, 37 physical, 14 to psi, 32 nature (132 total damage).
Nerowe the hummerhorn shoots!
Yikes's mind surges with critical power!
Poison bursts out of Yikes's corpse!
Saving game...