Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 26 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by dreaming horror at level 22 on the 15th Iron 123rd year of Ascendancy at 09:48 3 / 3Killed by unknown at level 22 on the 15th Iron 123rd year of Ascendancy at 12:22 Killed by The Master at level 24 on the 20th Iron 123rd year of Ascendancy at 07:30 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 53 (base 34) |
| Magic | 13 (base 10) |
| Willpower | 67 (base 46) |
| Cunning | 63 (base 40) |
Resources
| Life | 693/697 |
| Hate | 30/100 |
| Psi | 156/157 |
| Equilibrium | 45 |
| Healing Factor | 1.0744889523727 |
| Regeneration | 2.0952534571267 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 41 |
| Crit Chance | 25% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52.033333333333 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| All | +0% |
| Physical | +4% |
| Mind | +15% |
| Nature | +15% |
Offense: Damage Penetration
| Physical | +4% |
Defense: Base
| Armour (hardiness) | 24 (70%) |
| Defense | 20.275 |
| Ranged Defense | 22.275 |
| Fatigue | 8 |
| Physical Save | 37.861428452016 |
| Spell Save | 43.174285634677 |
| Mental Save | 47.00761896801 |
Defense: Resistances
| Acid | 12%( 70%) |
| Blight | 51%( 70%) |
| Physical | 15%( 70%) |
| Cold | 34%( 70%) |
| All | 12%( 70%) |
| Darkness | 33%( 83%) |
| Light | 22%( 70%) |
| Temporal | 14%( 70%) |
| Nature | 70%( 70%) |
Defense: Immunities
| Stun Resistance | 66% |
| Confusion Resistance | 57% |
| Fear Resistance | 37% |
| Instadeath Resistance | 100% |
| Poison Resistance | 24% |
| Knockback Resistance | 37% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| 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 354 life over 5 turns. Its effects scale with your Willpower 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 367 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Wild Growth |
| talent | Gesture of Pain |
| talent | Antimagic Shield |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.0)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 38% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 25% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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& And now for a grave | done |
You failed to protect the lone alchemist from death by orc assassin. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved spell save by +4. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant venus flytrap. Escort: worried loremaster (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
From bellow, it devours | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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&039;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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | 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. | done |
Various alchemists around Maj&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. The Brotherhood of Alchemists* You&WHITEREDWHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. * &039;t much matter. The last ten inches or so should do nicely.&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one vial of greater demon bile. Don&039; * You&WHITELIGHT_GREEN039;ve found the needed vial of elder vampire blood. * You&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | pair of hardened leather boots of disengagement (0 def, 3 armour) (Shrouds) pair of hardened leather boots of disengagement (0 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
| Light source | bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Light radius: +5 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 | miner& miner&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Lelyblek (0 def, 2 armour) (Corpses) Lelyblek (0 def, 2 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Changes stats: +3 Cun Changes resistances: +3% temporal Critical mult.: +14.00% Spell crit. chance: +8% Mental crit. chance: +7% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quiet iron torque of psychoportation [power 21] (30 cooldown) quiet iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +1 Silence It can be used to teleport randomly (rad 21), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist& solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Stun/Freeze immunity: +28% Life regen: +1.70 Mindpower: +7 Curse of Corpses Rings can have magical properties. |
| On fingers | marksman& marksman&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Mental save: +8 Confusion immunity: +20% Curse of Misfortune Rings can have magical properties. |
| Around neck | cleansing gold amulet of cunning (+4) cleansing gold amulet of cunning (+4)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +16% nature / +19% blight Poison immunity: +24% Disease immunity: +28% Amulets can have magical properties. |
| In main hand | blooming thorny mindstar of sand (7-7.7 power, 24 apr, mind damage) (Corpses) blooming thorny mindstar of sand (7-7.7 power, 24 apr, mind damage) (Corpses)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 physical Changes resistances: +4% physical Changes resistances penetration: +4% physical Changes damage: +4% physical Mindpower: +3 Mental crit. chance: +3% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +5 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
| In off hand | nature& nature&Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +5% nature Physical save: +4 Spell save: +3 Mental save: +2 Disease immunity: +14% Equilibrium when hit: +1.00 Mindpower: +4 Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Belyma the cashmere cloak (2 def, 0 armour) (Misfortune) Belyma the cashmere cloak (2 def, 0 armour) (Misfortune)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Wil Changes resistances: +6% cold / +12% light Mental save: +9 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) (Corpses) Spider-Silk Robe of Spydrรซ (10 def, 15 armour) (Corpses)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +5 Con / +4 Wil Damage when the wearer is hit: 20 poison / 20 nature slow Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
heroism infusion of the sneak (+13 for 9 turns, die at -666) heroism infusion of the sneak (+13 for 9 turns, die at -666)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. Also while Heroism is active, you will only die when reaching -666 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
movement infusion (613% speed; 4 turns) movement infusion (613% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 613% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion (heal 154 over 5 turns) regeneration infusion (heal 154 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 154 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. |
wild infusion (resist 10%; cure magical) wild infusion (resist 10%; cure magical)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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 10% for 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. |
wild infusion (resist 16%; cure magical) wild infusion (resist 16%; cure magical)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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 16% for 6 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. |
wild infusion of the psychic (resist 16%; cure physical) wild infusion of the psychic (resist 16%; cure physical)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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% 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. |
wild infusion of the warrior (resist 19%; cure mental) wild infusion of the warrior (resist 19%; 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 Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Daneth& Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] 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... |
Xabeth XabethInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Damage when the wearer hits(melee): 2 arcane Changes resistances penetration: +5% mind Changes damage: +6% mind Amulets can have magical properties. |
Zubebrera ZubebreraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Life regen: +1.30 Amulets can have magical properties. |
clarifying steel amulet of willpower (+3) clarifying steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +14% mind Confusion immunity: +20% Amulets can have magical properties. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% nature / +12% blight Poison immunity: +21% Disease immunity: +21% Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% darkness / +12% light Blindness immunity: +23% Amulets can have magical properties. |
starlit steel amulet of constitution (+4) starlit steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% darkness / +13% light Blindness immunity: +26% Amulets can have magical properties. |
steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Boryromichak the stralite ring (Shrouds) Boryromichak the stralite ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Defense: +4 Changes stats: +7 Cun / +7 Dex Changes resistances: +9% blight Blindness immunity: +10% Curse of Shrouds Rings can have magical properties. |
copper ring of perseverance (Misfortune) copper ring of perseverance (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.80 Curse of Misfortune Rings can have magical properties. |
gold ring of fire (+26%) (Nightmares) gold ring of fire (+26%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% fire Changes damage: +13% fire Curse of Nightmares Rings can have magical properties. |
mule& mule&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +21 Curse of Madness Rings can have magical properties. |
psionicist& psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% cold Changes damage: +12% cold Mental save: +6 Curse of Misfortune Rings can have magical properties. |
psionicist& psionicist&Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +2 Wil Mental save: +4 Spellpower: +5 Mindpower: +7 Curse of Nightmares Rings can have magical properties. |
rogue& rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Blindness immunity: +20% See stealth: +7 See invisible: +6 Curse of Madness Rings can have magical properties. |
steel ring &039; (Shrouds) steel ring &039; (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +3% fire Changes damage: +6% lightning Blindness immunity: +27% See stealth: +10 See invisible: +8 Resist all after a teleport: +2% Curse of Shrouds Rings can have magical properties. |
wrathful vined mindstar of flames (6-6.6 power, 18 apr, nature damage) (Shrouds) wrathful vined mindstar of flames (6-6.6 power, 18 apr, nature damage) (Shrouds)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 fire Changes resistances: +6% fire Changes resistances penetration: +6% fire Changes damage: +4% fire Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +2 Mental crit. chance: +5% Global speed: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cleansing rough leather belt of resilience (Misfortune) cleansing rough leather belt of resilience (Misfortune)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +5% blight Maximum life: +31.00 Curse of Misfortune A belt that goes around your waist. |
linen cloak (1 def, 0 armour) (Shrouds) linen cloak (1 def, 0 armour) (Shrouds)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of the mountain (+11%) (0 def, 0 armour) (Misfortune) linen robe of the mountain (+11%) (0 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler& traveler&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 Curse of Misfortune A pair of boots made of leather. |
polar rough leather gloves of strength (+2) (0 def, 1 armour) (Shrouds) polar rough leather gloves of strength (+2) (0 def, 1 armour) (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 cold Changes resistances: +6% cold Changes damage: +3% cold Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing rough leather cap of strength (+2) (0 def, 1 armour) (Corpses) stabilizing rough leather cap of strength (+2) (0 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +11 Curse of Corpses A cap made of leather. |
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. |
312 alchemist agate 312 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. |
3 onyx 3 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. |
7 aquamarine 7 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. |
6 opal 6 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. |
4 topaz 4 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. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
7 spinel 7 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. |
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. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, 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. |
Gulaith [power 100] (35 cooldown) Gulaith [power 100] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Blindness immunity: +15% Cut immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +5% It can be used to heal the target for 100, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure illness [power 2] (20 cooldown) yew totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
3 quartz 3 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
15 citrine 15 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. |
5 zircon 5 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By LoneDoom the Dwarf Doomed level 25
22nd Iron 123rd year of Ascendancy at 06:11 see stats
Against all odds
Killed Ukruk in the ambush.By LoneDoom the Dwarf Doomed level 25
20th Iron 123rd year of Ascendancy at 15:44 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By LoneDoom the Dwarf Doomed level 14
2nd Loss 122nd year of Ascendancy at 11:22 see stats
Bringer of Doom
Killed a Bringer of Doom.By LoneDoom the Dwarf Doomed level 20
23rd Shortage 122nd year of Ascendancy at 14:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By LoneDoom the Dwarf Doomed level 9
13rd Profit 122nd year of Ascendancy at 02:14 see stats
Exterminator
Killed 1000 creatures.By LoneDoom the Dwarf Doomed level 16
13rd Loss 122nd year of Ascendancy at 02:09 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By LoneDoom the Dwarf Doomed level 20
23rd Shortage 122nd year of Ascendancy at 03:40 see stats
Level 10
Got a character to level 10.By LoneDoom the Dwarf Doomed level 10
18th Profit 122nd year of Ascendancy at 18:16 see stats
Level 20
Got a character to level 20.By LoneDoom the Dwarf Doomed level 20
7th Shortage 122nd year of Ascendancy at 02:09 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By LoneDoom the Dwarf Doomed level 14
19th Dearth 122nd year of Ascendancy at 19:12 see stats
Size matters
Did over 600 damage in one attack.By LoneDoom the Dwarf Doomed level 23
17th Iron 123rd year of Ascendancy at 15:07 see stats
The Arena
Unlocked Arena mode.By LoneDoom the Dwarf Doomed level 7
31st Voratun 122nd year of Ascendancy at 16:14 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By LoneDoom the Dwarf Doomed level 17
20th Loss 122nd year of Ascendancy at 16:27 see stats
The secret city
Discovered the truth about mages.By LoneDoom the Dwarf Doomed level 11
40th Profit 122nd year of Ascendancy at 21:27 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By LoneDoom the Dwarf Doomed level 19
27th Loss 122nd year of Ascendancy at 12:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By LoneDoom the Dwarf Doomed level 20
7th Shortage 122nd year of Ascendancy at 12:36 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By LoneDoom the Dwarf Doomed level 24
20th Iron 123rd year of Ascendancy at 12:44 see stats
Log
You gain 7.00 gold from the transmogrification of Boltgrit (0 def, 3 armour) (Madness).
You gain 4.98 gold from the transmogrification of dreamer&LASTLASTslimy cashmere robe of life (2 def, 0 armour) (Madness).
You gain 1.00 gold from the transmogrification of enveloping cashmere cloak (9 def, 0 armour) (Shrouds).
You gain 1.85 gold from the transmogrification of flaming dwarven-steel waraxe of massacre (27-37.8 power, 4 apr) (Shrouds).
You gain 8.85 gold from the transmogrification of Magmabearer (25-30 power, 5 apr, lightning damage) (Nightmares).
You gain 6.00 gold from the transmogrification of Cracklekill the elven-wood vilestaff (25-30 power, 5 apr, acid damage) (Misfortune).
You gain 10.40 gold from the transmogrification of Dairyrath (9-9.9 power, 24 apr, nature damage) (Madness).
You gain 2.13 gold from the transmogrification of dwarven-steel longsword of erosion (22-30.8 power, 4 apr) (Shrouds).
You gain 3.66 gold from the transmogrification of caustic yew longbow (Madness).
You gain 6.68 gold from the transmogrification of treant&LASTLASTsneakthief&LASTLASTgladiator&LASTLASTshielding rune of the psychic (absorb 291 for 5 turns).
You gain 1.95 gold from the transmogrification of phase door rune (range 5; power 24; dur 5).
You gain 2.75 gold from the transmogrification of invisibility rune (power 9 for 6 turns).
You gain 2.85 gold from the transmogrification of invisibility rune (power 11 for 6 turns).
You gain 1.59 gold from the transmogrification of frozen spear rune (119 cold damage).
You gain 5.00 gold from the transmogrification of Rune of Reflection (absorb and reflect 165 for 5 turns).
You gain 6.01 gold from the transmogrification of heroism infusion (+5 for 9 turns, die at -326).
There is a previous level here (press &039; or right click to use).
Saving game...
Saving done.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Deflection
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
LoneDoom deactivates Wild Growth.
LoneDoom activates Wild Growth.
LoneDoom deactivates Gesture of Pain.
LoneDoom activates Gesture of Pain.
LoneDoom deactivates Antimagic Shield.
LoneDoom activates Antimagic Shield.
