Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Paradox Mage |
Level / Exp | 18 / 2% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 10 (base 10) |
Constitution | 24 (base 21) |
Magic | 49 (base 46) |
Willpower | 36 (base 22) |
Cunning | 14 (base 11) |
Resources
Life | 330/330 |
Paradox | 175 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
Offense: Mainhand
Damage | 28 |
Accuracy | 4 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 26.9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +20% |
Temporal | +24% |
Darkness | +20% |
Arcane | +4% |
Mind | +6% |
Physical | +26% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 20.5 |
Ranged Defense | 20.5 |
Fatigue | 5 |
Physical Save | 43.756397262068 |
Spell Save | 44.223063928735 |
Mental Save | 31.179733333333 |
Defense: Resistances
Temporal | + 8%( 70%) |
Physical | + 19%( 70%) |
Lightning | + 22%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 23% |
Poison Resistance | 30% |
Knockback Resistance | 61% |
Inscriptions (4/4)
Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 164 life over 5 turns. |
Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Age Manipulation | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Time Travel | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.41 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/10 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Energy Decomposition |
talent | Entropic Field |
talent | Chant of Fortitude |
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 lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 Spin Fate (+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 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 |
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. The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 22. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. 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 giant spider spinneret. * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | dreamer's pair of hardened leather boots (0 def, 3 armour) dreamer's pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +7 A pair of boots made of leather. |
Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Damage when the wearer is hit: 11 fire Changes damage: +6% mind 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 | clarifying cashmere wizard hat of willpower (+2) (2 def, 0 armour) clarifying cashmere wizard hat of willpower (+2) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil Mental save: +6 A pointy cloth hat, very wizardly... |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 45 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +21% Rings can have magical properties. |
On fingers | savior's copper ring of lightning (+20%) savior's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +5 Spell save: +5 Mental save: +5 Rings can have magical properties. |
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 encumberance: +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 main hand | greater yew starstaff (20-24 power, 4 apr, temporal damage) greater yew starstaff (20-24 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: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% temporal / +20% darkness / +20% light Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | temporal iron gauntlets of magic (+3) (0 def, 1 armour) temporal iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Damage when the wearer hits(melee): 6 temporal Changes resistances: +5% temporal Changes damage: +4% arcane / +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Calls forth a powerful beam of lightning doing 40.23 to 120.68 damage The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | Galaredir (9 def, 2 armour) Galaredir (9 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +9 Physical save: +6 Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of mastery (0.11 Chronomancy / Matter) copper amulet of mastery (0.11 Chronomancy / Matter)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Chronomancy / Matter Amulets can have magical properties. |
Inventory
sneak's healing infusion (heal 153) sneak's healing infusion (heal 153)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 Description: Activate the infusion to heal yourself for 153 life. 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. |
titan's wild infusion (resist 12%; cure mental) titan's wild infusion (resist 12%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 12% for 4 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. |
warrior's phase door rune (range 6) warrior's phase door rune (range 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 6. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard's phase door rune (range 8) wizard's phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 8. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Kyzor KyzorCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Poison immunity: +20% Silence immunity: +5% Disarm immunity: +20% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +29% Amulets can have magical properties. |
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% See stealth: +7 See invisible: +5 Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +21% Rings can have magical properties. |
gladiator's copper ring of blasting gladiator's copper ring of blastingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 Changes stats: +5 Str / +5 Con Damage when the wearer hits(melee): 4 lightning / 4 physical Damage when the wearer is hit: 4 lightning / 3 physical Rings can have magical properties. |
marksman's steel ring of darkness (+22%) marksman's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
steel dagger 'Murklore' (10-13 power, 6 apr) steel dagger 'Murklore' (10-13 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +7 mind When wielded/worn: Accuracy: +5 Defense: +6 Damage when the wearer hits(melee): 6 darkness / 2 light Damage when the wearer is hit: 7 mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 25 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with calm and refreshes your body. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
ancient woollen robe (0 def, 0 armour) ancient woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% temporal Changes damage: +9% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormlord's woollen robe of clarity (0 def, 0 armour) stormlord's woollen robe of clarity (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +8% lightning / +7% cold Changes damage: +8% lightning / +5% cold Mental save: +17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armudelakor (0 def, 1 armour) Armudelakor (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: +5 Cun / +2 Wil Grants telepathy: Demon/Minor Demon/Major A pair of boots made of leather. |
Shockbreak (0 def, 1 armour) Shockbreak (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer hits(melee): 4 lightning Damage when the wearer is hit: 16 lightning Changes resistances: +15% lightning A pair of boots made of leather. |
miner's pair of iron boots of uncanny dodging (3 def, 7 armour) miner's pair of iron boots of uncanny dodging (3 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Ranged Defense: +2 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of evasion (6 def, 1 armour) pair of rough leather boots of evasion (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +6 Fatigue: +1% 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 come, granting you a 16% chance to completely evade them for 8 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets of strength (+3) (0 def, 1 armour) storm iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +3 Str Damage when the wearer hits(melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Churegar (0 def, 1 armour) Churegar (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Con Changes resistances: +3% physical Changes damage: +6% physical A cap made of leather. |
fearwoven linen wizard hat of frost (+15%) (1 def, 0 armour) fearwoven linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% cold Changes damage: +7% darkness / +10% cold Maximum hate: +6.00 Mindpower: +6 Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (+3) (0 def, 1 armour) insulating rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +7% fire / +6% cold A cap made of leather. |
linen wizard hat of lightning (+15%) (1 def, 0 armour) linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% lightning Changes damage: +10% lightning A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of seeing (1 def, 0 armour) spellwoven 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 Spellpower: +2 Spell crit. chance: +3% Infravision radius: +1 See stealth: +6 See invisible: +7 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of frost (+15%) (1 def, 0 armour) stabilizing linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% cold Changes damage: +10% cold Physical save: +6 A pointy cloth hat, very wizardly... |
nimble cured leather armour of command (10 def, 7 armour) nimble cured leather armour of command (10 def, 7 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +10 Ranged Defense: +2 Fatigue: +7% Changes stats: +2 Cun / +3 Dex Mental save: +12 Movement speed: +10% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 3) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
10 agate 10 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. |
4 aquamarine 4 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. |
5 opal 5 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. |
2 topaz 2 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. |
11 spinel 11 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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 foes 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. |
Aeruthra of mindblast [power 120] (6 cooldown) Aeruthra of mindblast [power 120] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 8 mind Damage when the wearer is hit: 12 mind Changes damage: +12% temporal It can be used to fire a blast of psionic energies in a beam (dam 60-120), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cyrubeth of cure poisons [power 1] (20 cooldown) Cyrubeth of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Dex / +1 Cun Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% 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. |
Manoruindur of thorny skin [power 10] (20 cooldown) Manoruindur of thorny skin [power 10] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 8 acid Changes resistances: +12% temporal It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 15] (20 cooldown) ash totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 15 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 8] (13 cooldown) quick elm totem of thorny skin [power 8] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 8 and armour hardiness by 30%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
9 zircon 9 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 Clocky the Dwarf Paradox Mage level 15
34th Profit 122nd year of Ascendancy at 03:42 see stats
By Clocky the Dwarf Paradox Mage level 15
35th Profit 122nd year of Ascendancy at 10:23 see stats
By Clocky the Dwarf Paradox Mage level 15
34th Profit 122nd year of Ascendancy at 03:42 see stats
By Clocky the Dwarf Paradox Mage level 16
37th Profit 122nd year of Ascendancy at 05:19 see stats
By Clocky the Dwarf Paradox Mage level 10
3rd Acquisition 122nd year of Ascendancy at 06:20 see stats
By Clocky the Dwarf Paradox Mage level 12
12nd Profit 122nd year of Ascendancy at 00:33 see stats
By Clocky the Dwarf Paradox Mage level 5
19th Voratun 122nd year of Ascendancy at 22:53 see stats
By Clocky the Dwarf Paradox Mage level 8
30th Voratun 122nd year of Ascendancy at 02:58 see stats
By Clocky the Dwarf Paradox Mage level 14
25th Profit 122nd year of Ascendancy at 17:26 see stats