Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 28 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Isliritta the treant at level 20 on the 4th Shortage 122nd year of Ascendancy at 01:00 0 / 8Killed by Mindworm at level 20 on the 6th Shortage 122nd year of Ascendancy at 00:51 Killed by Iverann the venom drake at level 21 on the 18th Shortage 122nd year of Ascendancy at 05:28 Killed by skeleton mage at level 23 on the 22nd Shortage 122nd year of Ascendancy at 06:45 Killed by The Master at level 24 on the 27th Shortage 122nd year of Ascendancy at 05:14 Killed by Aerygamira the eternal bone giant at level 26 on the 2nd Iron 123rd year of Ascendancy at 05:10 Killed by Aerygamira the eternal bone giant at level 26 on the 2nd Iron 123rd year of Ascendancy at 07:01 Killed by Voryselravea the skeleton archer at level 28 on the 34th Stralite 123rd year of Ascendancy at 05:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 56 (base 54) |
| Constitution | 31 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 33 (base 10) |
| Cunning | 27 (base 10) |
Resources
| Life | -1/901 |
| Stamina | 234/234 |
| Equilibrium | 0 |
| Healing Factor | 1.881203837568 |
| Regeneration | 21.577408016904 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 62 |
| Crit Chance | 100% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.45 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +15% |
| Nature | +6% |
| Physical | -5% |
| Arcane | +9% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Nature | +7% |
Defense: Base
| Armour (hardiness) | 117.76 (95%) |
| Defense | 52.053333333333 |
| Ranged Defense | 56.053333333333 |
| Fatigue | 45.5 |
| Physical Save | 52.983333333333 |
| Spell Save | 34.675 |
| Mental Save | 50.333333333333 |
Defense: Resistances
| Darkness | + 45%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 54%( 70%) |
| Blight | + 38%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 54%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Knockback Resistance | 65% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1024% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 287 life. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 136 life. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 7 turns. Also while Heroism is active, you will only die when reaching -262 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 6 life each turn and its healing modifier has been increased by 16%. Recovery |
| beneficial effect | You gain 18% resistance against fire. Resolve |
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 |
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 Willpower by +2. | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by armoured skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You failed to protect the lost anorithil from death by Betytira the gigantic gravity worm. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You failed to protect the repented thief from death by white ooze. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 5 of Dreadfell) | 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 Dragon. | 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: 93. | 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 has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed naga tongue. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. | 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 within9 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Vorutta the drakeskin leather cap (0 def, 5 armour) Vorutta the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 Armour: +5 Fatigue: +5% Changes stats: +8 Str / +6 Con Changes resistances: +11% nature Changes damage: +9% arcane Spell save: +9 Stamina each turn: +0.40 Maximum life: +85.00 Healing mod.: +22% A cap made of leather. |
| On hands | heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour) heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 Armour: +6 Changes stats: +3 Cun Changes resistances: +8% darkness Mental save: +7 Maximum life: +54.00 Infravision radius: +1 It can be used to activate talent Track, 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: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 39 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 20 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | insidious stralite mace of nature (38-53.2 power, 5 apr) insidious stralite mace of nature (38-53.2 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +10 insidious poison Damage conversion: 25% nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature Blunt and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Umbrawilder the voratun shield (12 def, 18 armour, 65 dam, 362 block) Umbrawilder the voratun shield (12 def, 18 armour, 65 dam, 362 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +362 Damage when this weapon hits: +8 darkness When wielded/worn: Armour: +18 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +4 Con Damage when the wearer hits(melee): 6 fire Changes resistances: +22% lightning Talent granted: +5 Block Physical save: +10 Handheld deflection devices |
| Cloak | thick cashmere cloak of implacability (2 def, 5 armour) thick cashmere cloak of implacability (2 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 Changes resistances: +10% cold Physical save: +8 Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite plate armour of command (20 def, 19 armour) radiant stralite plate armour of command (20 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +20 Fatigue: +26% Changes stats: +2 Cun / +4 Wil Damage when the wearer is hit: 5 light Changes resistances: +13% darkness / +13% blight Mental save: +18 Light radius: +1 A suit of armour made of metal plates. |
Inventory
warrior's healing infusion (heal 272) warrior's healing infusion (heal 272)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 272 life. 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. |
warrior's shielding rune (absorb 422 for 4 turns) warrior's shielding rune (absorb 422 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 422 damage for 4 turns. Its effects scale with your Strength 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
Silumira SilumiraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 20 mind Changes resistances: +12% mind Changes damage: +15% mind Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
psionicist's copper ring of frost (+22%) psionicist's copper ring of frost (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +6 Rings can have magical properties. |
savage's gold ring of misery savage's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Con Spell save: +7 Hate when firing a critical mind attack: +1.00 Maximum stamina: +13.00 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 52%. Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.30 Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +4 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. 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: +3 Con Physical save: +6 Rings can have magical properties. |
Brandwrecker (63.5-101.6 power, 4 apr) Brandwrecker (63.5-101.6 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Accuracy: +12 Physical crit. chance: +14.0% Physical power: +31 Defense: +11 Changes stats: +6 Con Changes resistances: +9% acid Changes resistances penetration: +14% physical Changes damage: +9% fire Disarm immunity: +31% Massive two-handed swords. |
stralite longsword 'Morningnull' (32.5-45.5 power, 5 apr) stralite longsword 'Morningnull' (32.5-45.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 90% Damage when this weapon hits: +26 insidious poison Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +13 Physical power: +11 Changes stats: +5 Dex / +3 Con Changes resistances penetration: +13% physical Changes damage: +9% lightning / +9% light Disarm immunity: +16% Sharp, long, and deadly. |
warbringer's dwarven-steel mace of disruption (25.5-35.7 power, 4 apr) warbringer's dwarven-steel mace of disruption (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +8% Undead / +5% Construct When wielded/worn: Physical power: +7 Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Blunt and deadly. |
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 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. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of greater warding (20-24 power, 4 apr, lightning damage)cruel yew magestaff of greater warding (20-24 power, 4 apr, lightning damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Maximum wards: +3 lightning Changes damage: +20% lightning Talents granted: +1 Command Staff +3 Ward Critical mult.: +12.00% Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. huntsman's dwarven-steel waraxe of massacre (28-39.2 power, 4 apr)huntsman's dwarven-steel waraxe of massacre (28-39.2 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +9 nature Damage against: +14% Animal One-handed war axes. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personnal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Dawnpanic (2 def, 0 armour) Dawnpanic (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer is hit: 20 light Spell save: +18 Cut immunity: +35% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Alirek (0 def, 5 armour) Alirek (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Damage when the wearer is hit: 4 arcane Changes resistances: +8% lightning / +8% temporal Changes damage: +9% arcane Maximum encumbrance: +32 Physical save: +11 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)grounding pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 Ranged Defense: +4 Fatigue: +3% Changes resistances: +8% lightning / +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather cap 'Flashdare' (0 def, 3 armour) hardened leather cap 'Flashdare' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 Armour: +3 Fatigue: +3% Changes stats: +12 Str / +7 Dex / +5 Wil Damage when the wearer is hit: 16 fire Physical save: +11 Effect duration reduction after a teleport: +20% A cap made of leather. |
14 onyx 14 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. |
5 aquamarine 5 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. |
9 lapis lazuli 9 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. |
3 opal 3 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. |
5 topaz 5 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. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
9 emerald 9 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. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
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. |
Shadelore of thorny skin [power 22] (20 cooldown) Shadelore of thorny skin [power 22] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +15% darkness Changes resistances penetration: +25% darkness Heals friendly targets nearby when you use a nature summon: +40 It can be used to hardens the skin for 6 turns increasing armour by 22 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
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. |
10 quartz 10 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. |
ametrine 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. |
citrine 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. |
Achievements
Against all odds
Killed Ukruk in the ambush.By Kotan the Dwarf Bulwark level 25
28th Shortage 122nd year of Ascendancy at 06:03 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Kotan the Dwarf Bulwark level 17
43rd Dearth 122nd year of Ascendancy at 11:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Kotan the Dwarf Bulwark level 13
4th Wealth 122nd year of Ascendancy at 18:42 see stats
Exterminator
Killed 1000 creatures.By Kotan the Dwarf Bulwark level 15
18th Wealth 122nd year of Ascendancy at 16:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kotan the Dwarf Bulwark level 17
25th Wealth 122nd year of Ascendancy at 22:31 see stats
Level 10
Got a character to level 10.By Kotan the Dwarf Bulwark level 10
4th Profit 122nd year of Ascendancy at 01:45 see stats
Level 20
Got a character to level 20.By Kotan the Dwarf Bulwark level 20
13rd Loss 122nd year of Ascendancy at 08:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Kotan the Dwarf Bulwark level 27
30th Steel 123rd year of Ascendancy at 13:55 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Kotan the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 22:18 see stats
The Arena
Unlocked Arena mode.By Kotan the Dwarf Bulwark level 8
3rd Acquisition 122nd year of Ascendancy at 06:30 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kotan the Dwarf Bulwark level 18
7th Loss 122nd year of Ascendancy at 19:43 see stats
The secret city
Discovered the truth about mages.By Kotan the Dwarf Bulwark level 5
28th Voratun 122nd year of Ascendancy at 01:43 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Kotan the Dwarf Bulwark level 18
6th Loss 122nd year of Ascendancy at 20:02 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kotan the Dwarf Bulwark level 25
28th Shortage 122nd year of Ascendancy at 00:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kotan the Dwarf Bulwark level 15
20th Wealth 122nd year of Ascendancy at 17:04 see stats
Unstoppable
Returned from the dead.By Kotan the Dwarf Bulwark level 26
2nd Iron 123rd year of Ascendancy at 07:01 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Kotan the Dwarf Bulwark level 24
27th Shortage 122nd year of Ascendancy at 09:10 see stats
Log
Voryselravea the skeleton archer uses Sunder Armour.
Voryselravea the skeleton archer misses Kotan.
Voryselravea the skeleton archer hits Kotan for 14 acid, 9 fire, 3 cold, 6 lightning, 9 acid damage (total 39.41).
Kotan hits Voryselravea the skeleton archer for 46 nature, 93 physical, 2 nature, 4 fire damage (total 142.80).
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Voryselravea the skeleton archer hits Kotan for 21 acid, 17 fire damage (total 37.37).
Voryselravea the skeleton archer casts Throw Bomb.
Kotan is invigorated by the attack!
Voryselravea the skeleton archer hits Kotan for 199 acid damage.
Kotan uses Assault.
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan performs a critical strike!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Kotan performs a critical strike!
Kotan's mind surges with critical power!
Kotan is invigorated by the attack!
Kotan is invigorated by the attack!
Saving done.
Saving done.
Saving game...
