Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Items Vault 1.0.3 Old RPG Tileset 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 24 / 54% |
Size | medium |
Lifes / Deaths | Killed by Shinnu5 at level 19 on the 24th Stralite 123rd year of Ascendancy at 03:13 0 / 7Killed by runed bone giant at level 22 on the 11st Wealth 123rd year of Ascendancy at 12:20 Killed by Ahdurasp the shalore at level 23 on the 3rd Steel 124th year of Ascendancy at 22:38 Killed by dredge at level 24 on the 16th Steel 124th year of Ascendancy at 23:09 Killed by Nerama the temporal stalker at level 24 on the 17th Steel 124th year of Ascendancy at 00:17 Killed by Nerama the temporal stalker at level 24 on the 17th Steel 124th year of Ascendancy at 01:02 Killed by dredge at level 24 on the 17th Steel 124th year of Ascendancy at 03:11 |
Antimagic | Follower |
Primary Stats
Strength | 70 (base 54) |
Dexterity | 20 (base 16) |
Constitution | 65 (base 46) |
Magic | 10 (base 10) |
Willpower | 43 (base 12) |
Cunning | 21 (base 10) |
Resources
Life | -8/1126 |
Stamina | 114/252 |
Psi | 133/133 |
Healing Factor | 0.652 |
Regeneration | 11.0514 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 116 |
Accuracy | 33 |
Crit Chance | 30% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 36.75 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +9% |
Defense: Base
Armour (hardiness) | 51.2 (95%) |
Defense | 16.5 |
Ranged Defense | 16.5 |
Fatigue | 35 |
Physical Save | 46.75 |
Spell Save | 25.275 |
Mental Save | 38.7 |
Defense: Resistances
Darkness | + 33%( 70%) |
Light | + 24%( 70%) |
All | + 15%( 70%) |
Blight | + 25%( 70%) |
Physical | + 19%( 70%) |
Cold | + 29%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 14% for 5 turns. |
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 317 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 304 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 12.00, and stamina regeneration by 2.40. Bloodbath |
detrimental effect | The target is poisoned, taking 12.94 nature damage per turn and decreasing all heals received by 50%. Insidious Poison |
beneficial effect | You gain 9% resistance against nature. Resolve |
detrimental effect | Huge cut that bleeds, doing 35.50 physical damage per turn. Bleeding |
detrimental effect | The target is poisoned, taking 13.84 nature damage per turn. Poisoned |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you improved Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+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 |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: 58. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed ice ant stinger. * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of bone giant dust. * You've found the needed vial of wight ectoplasm. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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've found the needed vial of squid ink. * You've found the needed snow giant kidney. You have aided Agrimley the hermit in creating an elixir of focus. 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 mummified bone. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 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 | wanderer's pair of hardened leather boots of evasion (6 def, 3 armour) wanderer's pair of hardened leather boots of evasion (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 Fatigue: +3% Changes stats: +2 Con Physical save: +9 Mental save: +7 It can be used to activate talent Evasion, 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: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
Light source | Gloryvea the alchemist's lamp Gloryvea the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 blight Changes resistances penetration: +5% blight Mental save: +9 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +45.00 Light radius: +4 New effects duration reduction after a teleport: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
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: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 61 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +6 Con Rings can have magical properties. |
Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | thunderous dwarven-steel greatsword of ruin (36.5-58.4 power, 2 apr) thunderous dwarven-steel greatsword of ruin (36.5-58.4 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 39% lightning daze When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +9% lightning Critical mult.: +15.00% Massive two-handed swords. |
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: +6 Armour: +6 Changes stats: +2 Cun Changes resistances: +8% darkness Mental save: +7 Maximum life: +49.00 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 9 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | radiant dwarven-steel plate armour of Eyal (5 def, 11 armour) radiant dwarven-steel plate armour of Eyal (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +2 Wil Damage when the wearer is hit: 6 light Changes resistances: +13% darkness / +12% blight Life regen: +0.70 Maximum life: +48.00 Light radius: +1 Healing mod.: +15% A suit of armour made of metal plates. |
Cloak | thick cashmere cloak of resilience (2 def, 7 armour) thick cashmere cloak of resilience (2 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes resistances: +16% cold Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | shielding copper amulet of dexterity (+3) shielding copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light Blindness immunity: +21% Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 362 over 5 turns) regeneration infusion of the titan (heal 362 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
anchoring gold amulet of the fish anchoring gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% cold / +16% temporal Allows you to breathe in: water Knockback immunity: +25% Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. 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. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
steel battleaxe 'Curewisp' (37.5-56.25 power, 2 apr) steel battleaxe 'Curewisp' (37.5-56.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 37.5 - 56.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +11.0% Damage when the wearer hits(melee): 2 blight Changes resistances: +6% nature Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Massive two-handed battleaxes. |
dwarven-steel greatsword of ruin (38.5-61.6 power, 2 apr) dwarven-steel greatsword of ruin (38.5-61.6 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Critical mult.: +12.00% Massive two-handed swords. |
rough leather belt of recklessness rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Critical mult.: +6.00% A belt that goes around your waist. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
bladed hardened leather cap of might (0 def, 3 armour) bladed hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +3 Fatigue: +3% Changes stats: +6 Str / +2 Con Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 507.49 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +1 Str / +1 Wil / +3 Cun / +1 Con Changes resistances: +5% physical / +7% fire / +7% cold / +7% lightning / +10% acid Talent cooldown: Rush (-5 turns) Mental save: +16 Disarm immunity: +25% Stun/Freeze immunity: +22% Knockback immunity: +20% A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of command (12 def, 16 armour) radiant dwarven-steel plate armour of command (12 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +12 Fatigue: +24% Changes stats: +3 Cun / +2 Wil Damage when the wearer is hit: 6 light Changes resistances: +10% darkness / +10% blight Mental save: +15 Light radius: +1 A suit of armour made of metal plates. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
120 alchemist agate 120 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 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. |
17 aquamarine 17 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. |
4 lapis lazuli 4 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. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. 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. |
emerald 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 2.4 Power cost: 20 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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. |
3 garnet 3 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. |
16 amethyst 16 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. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Shinnu5 the Dwarf Berserker level 15
6th Steel 123rd year of Ascendancy at 04:07 see stats
By Shinnu5 the Dwarf Berserker level 8
30th Voratun 122nd year of Ascendancy at 21:12 see stats
By Shinnu5 the Dwarf Berserker level 16
4th Gold 123rd year of Ascendancy at 03:52 see stats
By Shinnu5 the Dwarf Berserker level 19
22nd Gold 123rd year of Ascendancy at 19:34 see stats
By Shinnu5 the Dwarf Berserker level 10
12nd Profit 122nd year of Ascendancy at 00:09 see stats
By Shinnu5 the Dwarf Berserker level 20
24th Stralite 123rd year of Ascendancy at 19:55 see stats
By Shinnu5 the Dwarf Berserker level 14
21st Wealth 122nd year of Ascendancy at 20:57 see stats
By Shinnu5 the Dwarf Berserker level 22
10th Wealth 123rd year of Ascendancy at 00:04 see stats
By Shinnu5 the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 11:47 see stats
By Shinnu5 the Dwarf Berserker level 8
5th Profit 122nd year of Ascendancy at 16:34 see stats
By Shinnu5 the Dwarf Berserker level 21
13rd Voratun 123rd year of Ascendancy at 13:40 see stats
By Shinnu5 the Dwarf Berserker level 14
20th Loss 122nd year of Ascendancy at 14:23 see stats
By Shinnu5 the Dwarf Berserker level 21
13rd Voratun 123rd year of Ascendancy at 13:30 see stats
Log
Dredge is not dazed anymore.
Shinnu5 hits dredge for 56 lightning, 75 physical, 2 blight, 6 light damage (total 137.45).
Dredge hits Shinnu5 for 3 physical damage.
Shinnu5 is invigorated by the attack!
Shinnu5 is invigorated by the attack!
Shinnu5 is invigorated by the attack!
Nerama the temporal stalker hits Shinnu5 for 10 nature, 30 physical, 12 nature damage (total 50.81).
Dredge hits Shinnu5 for 13 temporal damage.
Shinnu5 hits dredge for 55 lightning, 74 physical, 2 blight damage (total 128.72).
Dredge uses Stun.
Shinnu5 shrugs off the effect 'Stunned'!
Shinnu5 hits dredge for 6 light damage.
Dredge hits Shinnu5 for 14 physical damage.
Dredge slows down.
Shinnu5's mind surges with critical power!
Shinnu5 is invigorated by the attack!
Shinnu5 is invigorated by the attack!
Shinnu5's skin returns to normal.
Shinnu5 stops wasting away.
Nerama the temporal stalker hits Shinnu5 for 10 nature, 27 physical, 0 nature damage (total 35.98).
Dredge is dazed!
Shinnu5 hits dredge for 57 lightning, 76 physical, 2 blight damage (total 133.71).
Shinnu5 is invigorated by the attack!
Shinnu5 is invigorated by the attack!
Nerama the temporal stalker hits Shinnu5 for 0 nature, 0 physical, 0 nature damage (total 0.00).
Saving done.
Saving done.
Saving game...