Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 28 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 28 on the 29th Shortage 122nd year of Ascendancy at 17:54 4 / 3Killed by Arubrewe the armoured skeleton warrior at level 28 on the 1st Iron 123rd year of Ascendancy at 23:35 Killed by Manon at level 28 on the 1st Iron 123rd year of Ascendancy at 23:40 |
| Antimagic | Follower |
Primary Stats
| Strength | 62 (base 45) |
| Dexterity | 21 (base 10) |
| Constitution | 43 (base 36) |
| Magic | 10 (base 10) |
| Willpower | 71 (base 45) |
| Cunning | 21 (base 10) |
Resources
| Life | 989/989 |
| Stamina | 334/334 |
| Equilibrium | 0 |
| Healing Factor | 1.75 |
| Regeneration | 81.8825 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 46 |
| Crit Chance | 8% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43.033333333333 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Acid | +10% |
| Fire | +10% |
| Physical | +27% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
| Acid | +30% |
| Physical | +38% |
| Fire | +20% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 51 (87.462686567164%) |
| Defense | 8.85 |
| Ranged Defense | 8.85 |
| Fatigue | 21 |
| Physical Save | 40.25 |
| Spell Save | 24.675 |
| Mental Save | 29.6 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 53%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 21%( 70%) |
| Mind | + 14%( 70%) |
| Darkness | + 34%( 70%) |
| Arcane | + 14%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 9% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 686% 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. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | A flow of life spins around the target, regenerating 44.64 life per turn. Regeneration |
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. | active |
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 |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by vampire. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by degenerated skeleton warrior. Escort: repented thief (level 2 of Daikara) | failed |
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 huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 91. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol 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 ice wyrm tooth. * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. | active |
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 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eremukhad (0 def, 4 armour) Eremukhad (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Physical power: +3 Armour: +4 Fatigue: +3% Changes resistances: +6% mind Changes resistances penetration: +6% physical Life regen: +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 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 | Durahor (0 def, 4 armour) Durahor (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +5 Dex / +2 Mag / +1 Con Changes resistances: +10% fire / +7% cold / +8% lightning / +7% acid Physical save: +5 Mental save: +6 See invisible: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | quick dwarven-steel torque of psychoportation [power 23] (20 cooldown) quick dwarven-steel torque of psychoportation [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 23), placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Daguhell the voratun ring Daguhell the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Wil / +8 Cun Changes resistances: +6% acid / +9% darkness / +9% fire Life regen: +1.10 Maximum life: +78.00 Mindpower: +11 Healing mod.: +20% Rings can have magical properties. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 25 power out of 22/28) : Effective talent level: 2.0 Power cost: 25 out of 22/28. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Arodukan (81-121.5 power, 4 apr) Arodukan (81-121.5 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 81.0 - 121.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +6 mind / +8 acid blind When wielded/worn: Armour penetration: +12 Damage when the wearer is hit: 8 acid Changes resistances: +5% arcane Changes resistances penetration: +12% physical / +10% acid Changes damage: +12% physical It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
| On hands | hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Armour: +2 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Thalore-Wood Cuirass (4 def, 10 armour) Thalore-Wood Cuirass (4 def, 10 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +2 Dex Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing copper amulet of vision vitalizing copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Blindness immunity: +12% Life regen: +0.60 Maximum life: +32.00 Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (+14 for 7 turns, die at -625) heroism infusion of the warrior (+14 for 7 turns, die at -625)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 7 turns. Also while Heroism is active, you will only die when reaching -625 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
cleansing steel amulet of the fish cleansing steel amulet of the fishInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% cold / +10% nature / +11% blight Allows you to breathe in: water Poison immunity: +25% Disease immunity: +24% Amulets can have magical properties. |
gladiator's steel ring of clarity gladiator's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Changes stats: +5 Str / +5 Con Mental save: +7 Confusion immunity: +24% Rings can have magical properties. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 Spellpower: +20 Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
storm rough leather gloves of strength (+2) (0 def, 1 armour) storm rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 5 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Black Mesh (8 def, 2 armour, 29 dam, 90.5 block) Black Mesh (8 def, 2 armour, 29 dam, 90.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +90 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 When you block an attack, there is a 30% of pulling in the attacker. 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. |
wintry dwarven-steel shield of harmony (8 def, 2 armour, 31.5 dam, 73.5 block) wintry dwarven-steel shield of harmony (8 def, 2 armour, 31.5 dam, 73.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +74 Damage when this weapon hits: +11 cold When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +3 Wil Damage when the wearer is hit: 13 cold Changes resistances: +12% cold Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +3 Block Healing mod.: +12% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 31 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
9 agate 9 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. |
134 alchemist agate 134 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
16 aquamarine 16 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. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 312/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
Pouch of the Subconscious (10/10, 38-45.6 power, 15 apr) Pouch of the Subconscious (10/10, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 10 When this weapon hits: Reload (50% chance level 1). Damage when this weapon hits(ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Star Shot (7/7, 32-38.4 power, 15 apr) Star Shot (7/7, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Fire Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 7 Special effect when this weapon hits: sets off a powerful explosion Intense heat radiates from this powerful shot. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
15 amethyst 15 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
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% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
10 zircon 10 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
Against all odds
Killed Ukruk in the ambush.By Manon the Dwarf Wyrmic level 27
28th Shortage 122nd year of Ascendancy at 07:00 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Manon the Dwarf Wyrmic level 14
12nd Dearth 122nd year of Ascendancy at 05:24 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Manon the Dwarf Wyrmic level 14
19th Wealth 122nd year of Ascendancy at 05:08 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Manon the Dwarf Wyrmic level 18
4th Loss 122nd year of Ascendancy at 11:11 see stats
Exterminator
Killed 1000 creatures.By Manon the Dwarf Wyrmic level 17
24th Dearth 122nd year of Ascendancy at 01:31 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Manon the Dwarf Wyrmic level 23
13rd Shortage 122nd year of Ascendancy at 01:33 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Manon the Dwarf Wyrmic level 23
29th Loss 122nd year of Ascendancy at 22:38 see stats
Level 10
Got a character to level 10.By Manon the Dwarf Wyrmic level 10
1st Acquisition 122nd year of Ascendancy at 00:01 see stats
Level 20
Got a character to level 20.By Manon the Dwarf Wyrmic level 20
7th Loss 122nd year of Ascendancy at 11:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Manon the Dwarf Wyrmic level 13
27th Profit 122nd year of Ascendancy at 02:43 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Manon the Dwarf Wyrmic level 4
19th Voratun 122nd year of Ascendancy at 10:03 see stats
The Arena
Unlocked Arena mode.By Manon the Dwarf Wyrmic level 10
1st Acquisition 122nd year of Ascendancy at 15:30 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Manon the Dwarf Wyrmic level 21
14th Loss 122nd year of Ascendancy at 03:40 see stats
The secret city
Discovered the truth about mages.By Manon the Dwarf Wyrmic level 13
21st Profit 122nd year of Ascendancy at 05:26 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Manon the Dwarf Wyrmic level 15
22nd Dearth 122nd year of Ascendancy at 02:33 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Manon the Dwarf Wyrmic level 21
13rd Loss 122nd year of Ascendancy at 10:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Manon the Dwarf Wyrmic level 21
8th Loss 122nd year of Ascendancy at 02:52 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Manon the Dwarf Wyrmic level 26
27th Shortage 122nd year of Ascendancy at 19:41 see stats
Log
Manon is invigorated by the attack!
Manon's mind surges with critical power!
Manon is invigorated by the attack!
Manon is invigorated by the attack!
Manon is invigorated by the attack!
Manon resists the knockback!
Manon hits Arubrewe the armoured skeleton warrior for (8 blocked), 0 acid, (8 blocked), 0 acid, (8 blocked), 0 acid (0 total damage).
Arubrewe the armoured skeleton warrior hits Manon for 38 physical, 4 acid, 23 light, 4 fire, 12 physical, 16 acid, 8 acid, 55 light, 12 physical (172 total damage).
Manon the level 28 dwarf wyrmic was squished to death by Arubrewe the armoured skeleton warrior on level 2 of Last Hope Graveyard.
You have 4 life(s) left.
Manon deactivates Wild Growth.
Manon rearms.
Manon is no longer attuned.
Manon is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Arubrewe the armoured skeleton warrior killed Manon!
Talent Dissolve is ready to use.
Talent Sand Breath is ready to use.
Talent Burrow is ready to use.
Talent Dig is ready to use.
Talent Swallow is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Regeneration is ready to use.
Manon uses Infusion: Regeneration.
Manon starts regenerating health quickly.
Saving done.
Saving game...
