












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 19 / 23% |
| Size | big |
| Lifes / Deaths | Killed by Baden the human at level 5 on the 1st Acquisition 122nd year of Ascendancy at 19:20 1 / 5Killed by cold drake at level 5 on the 15th Profit 122nd year of Ascendancy at 04:42 Killed by Grand Corruptor at level 19 on the 23rd Steel 123rd year of Ascendancy at 11:13 Killed by Grand Corruptor at level 19 on the 23rd Steel 123rd year of Ascendancy at 11:29 Killed by Dworf at level 19 on the 23rd Steel 123rd year of Ascendancy at 11:34 |
Primary Stats
| Strength | 74 (base 47) |
| Dexterity | 25 (base 27) |
| Constitution | 34 (base 22) |
| Magic | 13 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 786/786 |
| Stamina | 202/202 |
| Healing Factor | 1.385336564623 |
| Regeneration | 14.778142881359 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 50 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Physical | +13% |
| Nature | +8% |
| Arcane | +9% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 52.084537089062 (100%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 29 |
| Physical Save | 52 |
| Spell Save | 50 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 11%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 ice 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 |
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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 black mamba head. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed minotaur nose. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | wanderer's pair of iron boots of massiveness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Str / +2 Cun / +6 Con Changes damage: +5% physical Physical save: +11 (+3 eff.) Mental save: +10 (+5 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | MorningwardenPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +12% fire / +6% cold / +3% light / +6% temporal Changes damage: +3% arcane Light radius: +7 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Glydhema' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +5 Wil Changes resistances: +8% physical Changes damage: +6% arcane Critical mult.: +15.00% Physical save: +8 (+2 eff.) Maximum mana: +40.00 Maximum psi: +40.00 Maximum vim: +20.00 Spellpower: +20 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | storm dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 lightning Changes resistances: +7% blight / +6% lightning Changes damage: +3% lightning Spell save: +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged ash totem of healing [power 248] (13/19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 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 | wizard's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 15 light Changes stats: +5 Mag Changes damage: +10% light Spell save: +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Torchbone'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% fire / +6% light / +6% temporal Changes resistances penetration: +5% fire Changes damage: +6% fire Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Life regen: +4.00 Maximum life: +39.00 Amulets make your neck look great! |
| In main hand | Cloudlash (32-45 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning Equilibrium when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +3% Sharp, long, and deadly. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | warded steel shield of shrapnel (0 def, 4 armour, 19-23 power, 37.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 231 physical damage over 5 turns (1/turn) Maximum wards: +5 lightning / +4 temporal / +3 darkness / +3 fire / +5 nature / +3 blight / +4 cold / +4 arcane / +3 light Talents granted: +1 Ward +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Glaredredge' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Mental crit. chance: +4% 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. |
| Main armor | impenetrable steel plate armour of spell shielding (0 def, 15 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +22% Changes resistances: +5% arcane Spell save: +10 (+3 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 90; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 30%; mental; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mossy mindstar of sand (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 physical Changes resistances: +5% physical Changes resistances penetration: +5% physical Changes damage: +4% physical Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of balance (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Disease immunity: +10% Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
acidic dwarven-steel waraxe (20-28 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 One-handed war axes. |
hardened leather belt 'Frozenquench'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +1 Cun / +1 Wil Changes damage: +6% mind / +6% cold Critical mult.: +10.00% Stealth bonus: +8 Mental crit. chance: +1% A belt that goes around your waist. |
murderer's linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil / +2 Cun Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerota (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +8 Wil Changes resistances: +28% nature / +11% all Changes resistances penetration: +5% mind Changes damage: +19% nature Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets 'Lorudar' (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Damage (Melee): 8 physical Damage when hit (Melee): 4 physical Changes stats: +4 Con Changes damage: +7% physical Reduces incoming crit damage: 15.00% Mental save: +3 (+2 eff.) Only die when reaching: -80.00 life Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves of the iron hand (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 17 arcane resource burn Changes stats: +3 Str / +2 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Spell save: +10 (+3 eff.) Disarm immunity: +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zuborin (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes resistances: +3% light / +8% blight / +9% fire / +6% nature / +8% darkness Changes damage: +21% temporal Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -20.00 life Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
iron helm of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
marauder's cured leather armour (10 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+7 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Dex Physical save: +5 (+1 eff.) A suit of armour made of leather. |
prismatic cured leather armour of fire resistance (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+5 eff.) Fatigue: +7% Changes resistances: +16% fire / +11% light / +12% darkness A suit of armour made of leather. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +6 See invisible: +7 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 FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 213/400. 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dworf the Dwarf Bulwark level 11
9th Wealth 122nd year of Ascendancy at 10:38 see stats
Exterminator
Killed 1000 creatures.By Dworf the Dwarf Bulwark level 18
22nd Steel 123rd year of Ascendancy at 05:08 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dworf the Dwarf Bulwark level 18
2nd Steel 123rd year of Ascendancy at 18:47 see stats
Level 10
Got a character to level 10.By Dworf the Dwarf Bulwark level 10
40th Profit 122nd year of Ascendancy at 06:27 see stats
Size matters
Did over 600 damage in one attack.By Dworf the Dwarf Bulwark level 18
22nd Steel 123rd year of Ascendancy at 11:07 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Dworf the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 08:00 see stats
The Arena
Unlocked Arena mode.By Dworf the Dwarf Bulwark level 14
12nd Dearth 122nd year of Ascendancy at 04:33 see stats
The secret city
Discovered the truth about mages.By Dworf the Dwarf Bulwark level 13
8th Dearth 122nd year of Ascendancy at 18:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dworf the Dwarf Bulwark level 16
23rd Shortage 122nd year of Ascendancy at 12:50 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Dworf the Dwarf Bulwark level 19
23rd Steel 123rd year of Ascendancy at 11:34 see stats
Log
Grand Corruptor hits Dworf for 73 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Boil.
Dworf is free from the rotting disease.
Dworf shrugs off Grand Corruptor's 'Weakness Disease'!
Dworf slows down.
Grand Corruptor hits Grand Corruptor for 99 healing, 48 healing (0 total damage) [147 healing].
Grand Corruptor hits Dworf for 135 blight damage.
Bleeding from Dworf hits Grand Corruptor for 39 physical damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Grand Corruptor receives 99 healing.
Grand Corruptor's Soul Rot hits Dworf for 285 blight damage.
Grand Corruptor deactivates Fearscape.
Lava floor burns Dworf!
Grand Corruptor hits Dworf for 73 fire damage.
Dworf the level 19 dwarf bulwark was boiled to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Grand Corruptor killed Dworf!
Saving game...
Talent Shield Wall is ready to use.
Talent Assault is ready to use.
Talent Block is ready to use.
Saving done.
New Achievement: Utterly Destroyed!
































































