Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 18 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Brotoq the Reaver at level 3 on the 20th Voratun 122nd year of Ascendancy at 07:57 0 / 6Killed by Queen Ant at level 11 on the 34th Profit 122nd year of Ascendancy at 08:45 Killed by worm that walks at level 13 on the 3rd Wealth 122nd year of Ascendancy at 03:30 Killed by worm that walks at level 13 on the 3rd Wealth 122nd year of Ascendancy at 04:05 Killed by Paspek the halfling at level 15 on the 25th Loss 122nd year of Ascendancy at 20:17 Killed by Borfast the Broken at level 18 on the 27th Shortage 122nd year of Ascendancy at 03:33 |
Primary Stats
| Strength | 62 (base 44) |
| Dexterity | 8 (base 10) |
| Constitution | 22 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 46 (base 38) |
| Cunning | 18 (base 10) |
Resources
| Life | -6/519 |
| Stamina | 211/266 |
| Equilibrium | 57 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 30 |
| Crit Chance | 15% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.7 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | +24% |
| Nature | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.4 (80%) |
| Defense | 21.65 |
| Ranged Defense | 21.65 |
| Fatigue | 25 |
| Physical Save | 48.118266666667 |
| Spell Save | 37.4274 |
| Mental Save | 45.4516 |
Defense: Resistances
| Nature | + 44%( 70%) |
| Acid | + 10%( 70%) |
| Darkness | + 20%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 1%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 64% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 245 life. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +1. | done |
You failed to protect the lost anorithil from death by copperhead snake. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Verte. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by wretchling. Escort: worried loremaster (level 2 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed orc heart. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 rough leather boots of rushing (0 def, 1 armour) wanderer's pair of rough leather boots of rushing (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Con Physical save: +6 Mental save: +6 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | guard's brass lantern of health guard's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +7 Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | 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. |
| On hands | sand rough leather gloves of strength (+3) (0 def, 6 armour) sand rough leather gloves of strength (+3) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +6 Changes stats: +3 Str Damage when the wearer hits(melee): 5 physical Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | savior's steel ring of nature (+24%) savior's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Physical save: +7 Spell save: +7 Mental save: +6 Rings can have magical properties. |
| 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 18 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 | anchoring steel amulet of the fish anchoring steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold / +11% temporal Allows you to breathe in: water Knockback immunity: +24% Amulets can have magical properties. |
| In main hand | balanced dwarven-steel waraxe of crippling (21-29.4 power, 4 apr) balanced dwarven-steel waraxe of crippling (21-29.4 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +7 Physical crit. chance: +8.0% Defense: +7 One-handed war axes. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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 | Wrathroot's Barkwood (9 def, 10 armour, 20 dam, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 20 dam, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.0 - 28.0 Uses stat: 150% Str Damage type: Physical Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 55.00 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | searing steel mail armour of implacability (2 def, 10 armour) searing steel mail armour of implacability (2 def, 10 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 Fatigue: +9% Damage when the wearer hits(melee): 8 acid / 8 fire Damage when the wearer is hit: 9 acid / 8 fire Physical save: +6 A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 201) healing infusion of the psychic (heal 201)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 201 life. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 153 over 5 turns)regeneration infusion (heal 153 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. 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. |
sun infusion of the psychic (rad 7; power 76; turns 5; dispells darkness) sun infusion of the psychic (rad 7; power 76; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 76) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 6; power 43; turns 4; dispells darkness) sun infusion of the sneak (rad 6; power 43; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 43) for 4 turns. Its effects scale with your Cunning 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. |
teleportation rune (range 25) teleportation rune (range 25)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. 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. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
psionicist's copper ring of light (+20%) psionicist's copper ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +6 Rings can have magical properties. |
rogue's steel ring of pilfering rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +9 Changes stats: +3 Cun 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. |
dwarven-steel battleaxe of the leech (34-51 power, 2 apr) dwarven-steel battleaxe of the leech (34-51 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +10 slime When wielded/worn: Damage when the wearer is hit: 6 slime Massive two-handed battleaxes. |
iron battleaxe (9.5-14.25 power, 1 apr) iron battleaxe (9.5-14.25 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 9.5 - 14.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
slime-covered iron battleaxe (8.5-12.75 power, 1 apr) slime-covered iron battleaxe (8.5-12.75 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 8.5 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +8 slime Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 drain life / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 corrupted blood When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (20-26 power, 10 apr) Umbral Razor (20-26 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 35% Str, 15% Mag, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 56.08 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (41.5-62.25 power, 2 apr)dwarven-steel greatmaul (41.5-62.25 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (44-66 power, 2 apr)dwarven-steel greatmaul (44-66 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Massive two-handed maul. |
Spectral Blade (24-38.4 power, 4 apr) Spectral Blade (24-38.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 90% Damage when this weapon hits: +10 arcane When wielded/worn: See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. throat-seeking yew longbow of true flightthroat-seeking yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +9 Special effect when this weapon crits: silences the target Damage when this weapon hits(ranged): +10 nature When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Changes resistances penetration: +8% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. yew longbowyew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. potent yew starstaff of might (22-26.4 power, 4 apr, temporal damage)potent yew starstaff of might (22-26.4 power, 4 apr, temporal damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +22% temporal Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
acidic steel waraxe of massacre (17-23.8 power, 3 apr) acidic steel waraxe of massacre (17-23.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +7 acid One-handed war axes. |
lightening linen cloak of mindcraft (1 def, 0 armour) lightening linen cloak of mindcraft (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -2% Changes stats: +2 Cun / +2 Wil Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ashspitter (0 def, 3 armour) Ashspitter (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer hits(melee): 4 fire Changes resistances: +3% nature / +3% darkness / +3% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Searnight (0 def, 1 armour) Searnight (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer is hit: 8 fire / 12 blight Changes resistances: +3% blight Changes resistances penetration: +5% fire A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of hardened leather boots (0 def, 3 armour)scholar's pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Spellpower: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Emida (0 def, 2 armour)Emida (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer is hit: 12 arcane Changes damage: +6% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)naturalist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +3 Str Damage when the wearer hits(melee): 8 nature Changes resistances: +6% nature Changes damage: +5% nature Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves (0 def, 6 armour) sand rough leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage when the wearer hits(melee): 6 physical Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of seeing (1 def, 0 armour) linen wizard hat of seeing (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Infravision radius: +2 See stealth: +6 See invisible: +6 A pointy cloth hat, very wizardly... |
radiant iron mail armour of implacability (2 def, 9 armour) radiant iron mail armour of implacability (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +7% Changes stats: +2 Wil Damage when the wearer is hit: 5 light Changes resistances: +12% darkness / +11% blight Physical save: +6 Light radius: +1 A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
spiked rough leather armour of cold resistance (1 def, 2 armour) spiked rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 10 physical Changes resistances: +16% cold A suit of armour made of leather. |
iron plate armour of fire resistance (3 def, 7 armour) iron plate armour of fire resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +15% fire A suit of armour made of metal plates. |
Xaneranor (6 def, 2 armour, 11 dam, 35.5 block) Xaneranor (6 def, 2 armour, 11 dam, 35.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +36 Burst (radius 2) on crit: +8 physical When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes damage: +3% physical Talent granted: +2 Block Maximum stamina: +5.00 Resist all after a teleport: +2% Handheld deflection devices |
6 agate 6 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. |
44 alchemist agate 44 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. |
onyx 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. |
3 aquamarine 3 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. |
lapis lazuli 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. |
opal 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. |
3 topaz 3 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +10% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Rungof's FangRungof's Fang Infused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
10 spinel 10 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +2 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. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
This item will automatically be transmogrified when you leave the level. guard's alchemist's lamp of healthguard's alchemist's lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 Maximum life: +43.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
garnet 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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
iron torque of thermal psionic shield [power 23] (20 cooldown) iron torque of thermal psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of clear mind [power 2] (20 cooldown) psionic steel torque of clear mind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of thermal psionic shield [power 13] (16 cooldown) quick iron torque of thermal psionic shield [power 13] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 13 for 6 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 141] (6 cooldown) steel torque of mindblast [power 141] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 70-141), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
elm totem of cure poisons [power 1] (20 cooldown) elm totem of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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 ametrine 6 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. |
3 citrine 3 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Verte the Dwarf Wyrmic level 17
15th Shortage 122nd year of Ascendancy at 22:24 see stats
Exterminator
Killed 1000 creatures.By Verte the Dwarf Wyrmic level 17
20th Shortage 122nd year of Ascendancy at 21:55 see stats
Level 10
Got a character to level 10.By Verte the Dwarf Wyrmic level 10
29th Profit 122nd year of Ascendancy at 19:06 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Verte the Dwarf Wyrmic level 4
20th Voratun 122nd year of Ascendancy at 17:12 see stats
The Arena
Unlocked Arena mode.By Verte the Dwarf Wyrmic level 9
24th Profit 122nd year of Ascendancy at 01:18 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Verte the Dwarf Wyrmic level 14
13rd Dearth 122nd year of Ascendancy at 17:55 see stats
Log
Verte hits ghoul for 10 acid damage.
Verte hits Borfast the Broken for 9 acid damage.
Borfast the Broken hits Verte for 42 blight damage.
Verte hits Borfast the Broken for 3 fire, 3 acid, 5 blight damage (total 8.73).
Borfast the Broken hits Verte for 13 physical, 3 nature, 5 lightning, 8 temporal, 6 light damage (total 32.38).
Borfast the Broken hits Verte for 42 blight damage.
Borfast the Broken uses Block.
Borfast the Broken hits Verte for 42 blight damage.
Borfast the Broken uses Ghoulish Leap.
Borfast the Broken hits Verte for 42 blight damage.
Verte is not stunned anymore.
Borfast the Broken hits Verte for 42 blight damage.
Borfast the Broken uses Assault.
Borfast the Broken misses Verte.
Borfast the Broken performs a critical strike!
Verte hits Borfast the Broken for 7 fire, 9 acid, 15 blight, 7 fire, 9 acid, 15 blight damage (total 58.17).
Borfast the Broken hits Verte for 11 physical, 6 light, 23 physical, 3 nature, 5 lightning, 8 temporal, 6 light damage (total 58.84).
Verte misses Borfast the Broken.
Talent Shield Pummel is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Block is ready to use.
Talent Overpower is ready to use.
Borfast the Broken uses Shield Pummel.
Saving done.
Saving done.
Saving game...
