Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 23 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 14 on the 8th Wealth 122nd year of Ascendancy at 10:22 0 / 6Killed by Velutha the thief at level 15 on the 19th Dearth 122nd year of Ascendancy at 11:47 Killed by Glibeth the slaver at level 20 on the 6th Steel 123rd year of Ascendancy at 04:12 Killed by Bethynn the Guardian at level 21 on the 11st Gold 123rd year of Ascendancy at 20:45 Killed by Seixa at level 23 on the 5th Stralite 123rd year of Ascendancy at 14:22 Killed by Seixa at level 23 on the 6th Stralite 123rd year of Ascendancy at 11:00 |
Primary Stats
| Strength | 73 (base 53) |
| Dexterity | 42 (base 38) |
| Constitution | 51 (base 20) |
| Magic | 8 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 719/719 |
| Stamina | 204/204 |
| Healing Factor | 1.1 |
| Regeneration | 0.82499999999976 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 41 |
| Crit Chance | 18% |
| APR | 10 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.75 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -20% |
| Darkness | +27% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +19% |
| Mind | +23% |
Defense: Base
| Armour (hardiness) | 93.004286018844 (93.924050632911%) |
| Defense | 44.52434219771 |
| Ranged Defense | 47.191008864377 |
| Fatigue | 42 |
| Physical Save | 51.372819616041 |
| Spell Save | 36.834229424062 |
| Mental Save | 46.306152949375 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 52%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 22%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 46%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Bleed Resistance | 50% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 202 life. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost anorithil from death by rattlesnake. Escort: lost anorithil (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by giant white mouse. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the temporal explorer from death by wolf. Escort: temporal explorer (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Constitution by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 92. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of squid ink. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed bloated horror heart. | active |
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! | 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 within3 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 | blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour) blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | scorching alchemist's lamp of corpselight scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 16 fire Changes resistances: +8% blight / +9% darkness / +6% fire Spellpower: +4 Spell crit. chance: +5% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 27 blight damage or heals 41 life. Creatures standing in the retch also have 11% chance to loose a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Silamina' (0 def, 7 armour) iron helm 'Silamina' (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Con Changes resistances: +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Korudir the dwarven-steel gauntlets (0 def, 2 armour) Korudir the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +2 Armour: +2 Changes stats: +3 Str / +2 Wil / +3 Con Damage when the wearer hits(melee): 4 physical Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +11 Maximum encumbrance: +10 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | gladiator's gold ring of misery gladiator's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 Changes stats: +7 Str / +2 Cun / +5 Con Damage when the wearer hits(melee): 14 gloom / 20 bleed Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
| Around neck | wanderer's steel amulet of healing wanderer's steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +5 Cun / +3 Con Cut immunity: +50% Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 199 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Radiancepanic (39.5-55.3 power, 6 apr) Radiancepanic (39.5-55.3 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 90% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Accuracy: +11 Changes stats: +3 Dex Changes resistances: +9% blight Changes resistances penetration: +23% mind / +10% blight / +19% darkness Light radius: +1 One-handed war axes. |
| Around waist | grounding rough leather belt of recklessness grounding rough leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 Changes resistances: +5% lightning / +5% temporal Critical mult.: +7.00% A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 29 dam, 99 block) Black Mesh (8 def, 2 armour, 29 dam, 99 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: +99 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. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +2 Str / +2 Con Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blackblast the voratun plate armour (9 def, 24 armour) Blackblast the voratun plate armour (9 def, 24 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 Fatigue: +26% Changes stats: +6 Cun / +8 Wil Damage when the wearer is hit: 4 darkness / 15 physical Changes resistances: +8% physical / +12% fire / +8% cold / +6% lightning / +9% acid Changes damage: +27% darkness Mental save: +15 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the warrior (rad 6; power 110; turns 5; dispells darkness)sun infusion of the warrior (rad 6; power 110; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 55). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 110) for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 22%; cure mental) wild infusion of the duelist (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 22% for 5 turns. 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. |
wild infusion of the psychic (resist 22%; cure mental, magical) wild infusion of the psychic (resist 22%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 22% for 4 turns. Its effects scale with your Willpower 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. |
wild infusion of the warrior (resist 21%; cure physical) wild infusion of the warrior (resist 21%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 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. |
This item will automatically be transmogrified when you leave the level. Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
serendipitous steel amulet of willpower (+7) serendipitous steel amulet of willpower (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 Defense: +5 Changes stats: +7 Lck / +4 Wil Amulets can have magical properties. |
rogue's steel ring of arcana(+0.10/turn) rogue's steel ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Gariawen the dwarven-steel dagger (21-27.3 power, 7 apr)Gariawen the dwarven-steel dagger (21-27.3 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 90% When wielded/worn: Accuracy: +9 Changes stats: +3 Dex Changes resistances: +9% mind Mindpower: +4 Mental crit. chance: +1% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. yew longbow 'Dagugrim'yew longbow 'Dagugrim' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +8 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +15% physical Changes damage: +13% physical Allows you to breathe in: water Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Samadar' (0 def, 8 armour)pair of hardened leather boots 'Samadar' (0 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +1 Wil Changes resistances: +6% mind Hate when firing a critical mind attack: +1.00 Mindpower: +4 Mental crit. chance: +2% Infravision radius: +2 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
dwarven-steel gauntlets 'Elibrewen' (0 def, 2 armour) dwarven-steel gauntlets 'Elibrewen' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +2 Changes stats: +4 Str Changes resistances: +3% mind / +6% blight New effects duration reduction after a teleport: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. hardened dwarven-steel mail armour of clarity (3 def, 15 armour)hardened dwarven-steel mail armour of clarity (3 def, 15 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 Fatigue: +16% Changes resistances: +6% physical / +6% fire / +8% cold / +7% lightning / +7% acid / +7% mind Mental save: +12 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level. hardened leather armour of resilience (3 def, 6 armour)hardened leather armour of resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Maximum life: +25.00 A suit of armour made of leather. |
reinforced dwarven-steel shield of cold resistance (+17%) (8 def, 8 armour, 32.5 dam, 104 block) reinforced dwarven-steel shield of cold resistance (+17%) (8 def, 8 armour, 32.5 dam, 104 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +104 When wielded/worn: Armour: +8 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +17% cold Talent granted: +3 Block Handheld deflection devices |
5 onyx 5 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. |
6 aquamarine 6 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. |
3 lapis lazuli 3 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. |
8 opal 8 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. |
8 topaz 8 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. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
burglar's brass lantern of health burglar's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Maximum life: +44.00 Light radius: -8 Infravision radius: +4 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. |
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. |
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. |
8 garnet 8 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. |
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 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. |
6 amethyst 6 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. |
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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Seixa the Dwarf Bulwark level 18
18th Shortage 122nd year of Ascendancy at 12:34 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Seixa the Dwarf Bulwark level 18
35th Dearth 122nd year of Ascendancy at 13:35 see stats
Exterminator
Killed 1000 creatures.By Seixa the Dwarf Bulwark level 15
20th Dearth 122nd year of Ascendancy at 09:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Seixa the Dwarf Bulwark level 18
30th Dearth 122nd year of Ascendancy at 12:38 see stats
Level 10
Got a character to level 10.By Seixa the Dwarf Bulwark level 10
22nd Profit 122nd year of Ascendancy at 21:20 see stats
Level 20
Got a character to level 20.By Seixa the Dwarf Bulwark level 20
19th Iron 123rd year of Ascendancy at 09:13 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Seixa the Dwarf Bulwark level 15
21st Wealth 122nd year of Ascendancy at 18:35 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Seixa the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 07:15 see stats
The Arena
Unlocked Arena mode.By Seixa the Dwarf Bulwark level 9
21st Profit 122nd year of Ascendancy at 13:07 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Seixa the Dwarf Bulwark level 20
8th Steel 123rd year of Ascendancy at 09:50 see stats
The secret city
Discovered the truth about mages.By Seixa the Dwarf Bulwark level 11
36th Profit 122nd year of Ascendancy at 07:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Seixa the Dwarf Bulwark level 18
30th Dearth 122nd year of Ascendancy at 12:50 see stats
Log
lost man hits Lost wife for 11 physical damage.
Lost wife hits lost man for 2 blight damage.
Lost wife hits lost man for 8 physical damage.
lost man hits Lost wife for 10 physical damage.
Lost wife hits lost man for 2 blight damage.
Lost wife misses lost man.
lost man hits Lost wife for 11 physical damage.
Lost wife hits lost man for 2 blight damage.
lost man hits Lost wife for 11 physical damage.
Lost wife hits lost man for 2 blight damage.
Lost wife hits lost man for 9 physical damage.
lost man hits Lost wife for 10 physical damage.
Lost wife hits lost man for 2 blight damage.
lost man hits Lost wife for 11 physical damage.
Lost wife hits lost man for 2 blight damage.
Lost wife hits lost man for 8 physical damage.
Lost wife uses Slime Spit.
Character control switched to Seixa.
Lost wife's Slime Spit hits Lost man for 27 nature damage.
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
