Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Stone Wardens DLC Class 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Wyrmic |
| Level / Exp | 13 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 13 on the 27th Haze 122nd year of Ascendancy at 13:14 0 / 5Killed by skeleton warrior at level 13 on the 27th Haze 122nd year of Ascendancy at 16:22 Killed by skeleton warrior at level 13 on the 29th Haze 122nd year of Ascendancy at 02:53 Killed by skeleton warrior at level 13 on the 29th Haze 122nd year of Ascendancy at 03:42 Killed by armoured skeleton warrior at level 13 on the 29th Haze 122nd year of Ascendancy at 11:18 |
Primary Stats
| Strength | 30 (base 25) |
| Dexterity | 13 (base 10) |
| Constitution | 18 (base 18) |
| Magic | 11 (base 10) |
| Willpower | 36 (base 35) |
| Cunning | 10 (base 10) |
Resources
| Life | -7/343 |
| Equilibrium | 49 |
| Healing Factor | 0.87 |
| Regeneration | 0.2175 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Stealth | 10 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 29 |
| Crit Chance | 3% |
| APR | 4 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.1 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
| All | 0% |
| Cold | +11% |
| Mind | +6% |
| Nature | +3% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 19.8 (40%) |
| Defense | 6.05 |
| Ranged Defense | 8.05 |
| Fatigue | 21 |
| Physical Save | 20.9 |
| Spell Save | 20.725 |
| Mental Save | 21.55 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Acid | + 11%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 25%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 3 turns. Its effects scale with your Magic 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 97 life over 5 turns. Its effects scale with your Cunning 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 733% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| 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 magical, physical effects and reduce all damage taken by 13% for 4 turns. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.86 nature damage per turn and decreasing all heals received by 13%. Insidious Poison |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
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 grave | active |
You failed to protect the repented thief from death by stone troll. Escort: repented thief (level 3 of Trollmire) | failed |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | stalker's pair of iron boots of uncanny dodging (2 def, 3 armour) stalker's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +2 Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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. |
| On head | iron helm of strength (+2) (0 def, 3 armour) iron helm of strength (+2) (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 stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of kinetic psionic shield [power 49] (20 cooldown) steel torque of kinetic psionic shield [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 49 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's copper ring of frost (+22%) savior's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Physical save: +5 Spell save: +5 Mental save: +7 Rings can have magical properties. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
| Around waist | Barkimmortal BarkimmortalInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 8 nature Changes resistances: +3% fire Changes damage: +3% nature A belt that goes around your waist. |
| In main hand | Spectral Blade (24-38.4 power, 4 apr) Spectral Blade (24-38.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 90% Damage when this weapon hits: +10 arcane When wielded/worn: See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
| On hands | temporal rough leather gloves of dexterity (+2) (0 def, 1 armour) temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 temporal Changes resistances: +6% temporal Changes damage: +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | prismatic steel mail armour of fire resistance (2 def, 6 armour) prismatic steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +11% light / +10% darkness / +20% fire A suit of armour made of mail. |
| Cloak | Glimmerlord (1 def, 0 armour) Glimmerlord (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% light Changes resistances penetration: +5% mind Changes damage: +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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... |
Inventory
insidious poison infusion of the duelist (14 nature damage, 20% healing reduction) insidious poison infusion of the duelist (14 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.22 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity 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. |
insidious poison infusion of the titan (16 nature damage, 21% healing reduction) insidious poison infusion of the titan (16 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.00 Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 17.60 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
regeneration infusion (heal 70 over 5 turns) regeneration infusion (heal 70 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 70 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. |
This item will automatically be transmogrified when you leave the level. wild infusion of the wizard (resist 11%; cure magical)wild infusion of the wizard (resist 11%; cure magical) 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 11% for 4 turns. Its effects scale with your Magic 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. |
phase door rune of the psychic (range 8; power 25; dur 4) phase door rune of the psychic (range 8; power 25; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 55 for 4 turns) shielding rune (absorb 55 for 4 turns)Powered by arcane forces 0.10 Encumbrance. 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 Is: a spell Description: Activate the rune to create a protective shield absorbing at most 55 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 34) teleportation rune of the wizard (range 34)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Rings can have magical properties. |
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. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 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. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of phasing (12.5-17.5 power, 12 apr)balanced steel longsword of phasing (12.5-17.5 power, 12 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Accuracy: +7 Defense: +6 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Burnkill (15-18 power, 3 apr, fire damage)Burnkill (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 stats: +1 Mag Changes damage: +24% fire Talent granted: +1 Command Staff Spell save: +6 Spellpower: +6 Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +4% Staves designed for wielders of magic, by the greats of the art. |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 4.13 cold damage and 3.72 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly here the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. arcing steel waraxe (11-15.4 power, 3 apr)arcing steel waraxe (11-15.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +5 lightning One-handed war axes. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked steel plate armour of acid resistance (4 def, 9 armour) spiked steel plate armour of acid resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer is hit: 10 physical Changes resistances: +19% acid A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of psychokinesis (11/11, 17-23.8 power, 7 apr)quiver of ash arrows of psychokinesis (11/11, 17-23.8 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 11 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +7 physical Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
59 alchemist agate 59 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. 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 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
This item will automatically be transmogrified when you leave the level. quick steel torque of thermal psionic shield [power 29] (15 cooldown)quick steel torque of thermal psionic shield [power 29] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 29 for 6 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of thermal psionic shield [power 61] (28 cooldown) supercharged steel torque of thermal psionic shield [power 61] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 61 for 6 turns, placing all other charms into a 28 cooldown. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
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. |
7 ametrine 7 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. |
6 citrine 6 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. |
5 zircon 5 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Certn the Higher Wyrmic level 11
62nd Dusk 122nd year of Ascendancy at 05:20 see stats
Level 10
Got a character to level 10.By Certn the Higher Wyrmic level 10
30th Dusk 122nd year of Ascendancy at 23:49 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Certn the Higher Wyrmic level 9
1st Summertide 122nd year of Ascendancy at 07:20 see stats
The Arena
Unlocked Arena mode.By Certn the Higher Wyrmic level 6
79th Pyre 122nd year of Ascendancy at 14:20 see stats
Log
Certn resists the mind attack!
Armoured skeleton warrior hits Certn for 3 mind, 13 lightning damage (total 16.00).
Certn hits armoured skeleton warrior for 2 temporal, 0 physical, 4 fire, 5 mind, 6 temporal damage (total 14.08).
Armoured skeleton warrior hits Certn for 2 nature damage.
Armoured skeleton warrior uses Overpower.
Certn resists!
Certn resists the knockback!
Certn hits armoured skeleton warrior for 9 nature, 9 nature, 9 nature damage (total 24.72).
Armoured skeleton warrior hits Certn for 65 physical, 2 nature, 55 physical, 12 lightning, 26 physical, 12 lightning damage (total 169.31).
Certn resists the mind attack!
Armoured skeleton warrior hits Certn for 3 mind, 13 lightning damage (total 16.00).
Certn hits armoured skeleton warrior for 2 temporal, 6 physical, 4 fire, 5 mind, 7 temporal damage (total 22.01).
Armoured skeleton warrior is no longer illuminated.
Certn is moving less freely.
Certn stops regenerating health quickly.
Armoured skeleton warrior hits Certn for 2 nature damage.
Armoured skeleton warrior uses Shield Pummel.
Certn is stunned!
Certn hits armoured skeleton warrior for 9 nature, 9 nature damage (total 16.48).
Armoured skeleton warrior hits Certn for 35 physical, 12 lightning, 40 physical, 12 lightning damage (total 98.00).
Certn resists the mind attack!
Armoured skeleton warrior hits Certn for 3 mind, 13 lightning damage (total 16.00).
Certn hits armoured skeleton warrior for 1 temporal, 2 physical, 2 fire, 2 mind, 2 temporal damage (total 5.36).
Armoured skeleton warrior hits Certn for 2 nature damage.
Saving done.
Saving done.
Saving game...
