Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Plenum Tooltip: Enhanced actor tooltip display for TOME v1.10 1.0.4 Infinite500: Revised high level play for ToME v1.10 1.0.4 Stone Wardens DLC Class 1.0.3 Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 19 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 14 on the 20th Wealth 122nd year of Ascendancy at 05:32 0 / 5Killed by Weirdling Beast at level 15 on the 30th Wealth 122nd year of Ascendancy at 10:35 Killed by ritch flamespitter at level 17 on the 14th Dearth 122nd year of Ascendancy at 15:28 Killed by Porina the snow giant thunderer at level 18 on the 16th Dearth 122nd year of Ascendancy at 12:57 Killed by Urkis, the High Tempest at level 19 on the 6th Loss 122nd year of Ascendancy at 11:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 35 (base 21) |
| Magic | 8 (base 10) |
| Willpower | 57 (base 44) |
| Cunning | 48 (base 34) |
Resources
| Life | 506/506 |
| Hate | 79/100 |
| Equilibrium | 30 |
| Healing Factor | 1.3029998770202 |
| Regeneration | 2.4756997663384 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 40 |
| Crit Chance | 13% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 11 |
| Accuracy | 40 |
| Crit Chance | 16% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.366666666667 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| All | +0% |
| Physical | +4% |
| Mind | +10% |
| Nature | +6% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 4.7 (32.5%) |
| Defense | 13.35 |
| Ranged Defense | 16.35 |
| Fatigue | 0 |
| Physical Save | 50.058666666667 |
| Spell Save | 33.688 |
| Mental Save | 45.458666666667 |
Defense: Resistances
| Acid | 33%( 70%) |
| Physical | 27%( 70%) |
| Cold | 27%( 70%) |
| All | 25%( 70%) |
| Lightning | 28%( 70%) |
| Light | 48%( 70%) |
| Mind | 29%( 70%) |
| Darkness | 40%( 90%) |
| Fire | 28%( 70%) |
| Nature | 33%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 56% |
| Fear Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effects and reduce all damage taken by 21% for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 671% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 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 | Gesture of Pain |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 5 Curse of Shrouds 5Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Level 1: Nightwalker: +20 Darkness Resistance, +20% Max Darkness Resistance, +12 See Invisible Level 2: -3 Luck, +9 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+20% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Level 3, Cursed Aura Curse of Misfortune 3Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +6 Defense, +3 Ranged Defense Level 2: -2 Luck, +5 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: injured seer (level 1 of Daikara) | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)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 Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved spell save by +4. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Old Forest) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITELIGHT_GREEN039;ve found the needed warg claw. The Brotherhood of Alchemists* You&WHITEREDWHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.&WHITELIGHT_GREEN039;ve found the needed storm wyrm claw. * &039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039;ve lost a number of adventurers to this one, but I&039;ll be fine.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed green worm. 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 | traveler& traveler&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +9 Curse of Shrouds A pair of boots made of leather. |
| Light source | 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. |
| On head | mindwoven linen wizard hat (1 def, 0 armour) (Shrouds) mindwoven linen wizard hat (1 def, 0 armour) (Shrouds)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mindpower: +2 Mental crit. chance: +2% Curse of Shrouds A pointy cloth hat, very wizardly... |
| On hands | corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) (Shrouds) corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +1 Changes stats: +3 Dex Damage when the wearer hits(melee): 5 acid Changes resistances: +5% acid Changes damage: +3% acid Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | solipsist& solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Defense: +3 Changes stats: +5 Cun / +4 Wil Mindpower: +6 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. |
| Around neck | restful gold amulet of cunning (+4) restful gold amulet of cunning (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Cun Life regen: +0.50 Amulets can have magical properties. |
| In main hand | wyrm& wyrm&Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 7.0 - 7.7 Uses stats: 40% Wil, 20% Cun Damage type: Mind 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: 4 physical / 3 fire / 3 cold / 4 lightning / 5 acid Changes resistances: +2% physical / +4% fire / +2% cold / +4% lightning / +5% acid Life regen: +0.50 Maximum life: +22.00 Mindpower: +3 Mental crit. chance: +3% Curse of Madness It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown. 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 | rough leather belt of the vagrant (Shrouds) rough leather belt of the vagrant (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Mental save: +6 Mindpower: +3 Curse of Shrouds A belt that goes around your waist. |
| In off hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) (Shrouds) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Shrouds)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% Curse of Shrouds 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 35 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 a sense of calm and refreshes your body. |
| Cloak | cashmere cloak (2 def, 0 armour) (Misfortune) cashmere cloak (2 def, 0 armour) (Misfortune)2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 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 | Beoyon the silk robe (3 def, 0 armour) (Shrouds) Beoyon the silk robe (3 def, 0 armour) (Shrouds)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances penetration: +5% arcane Critical mult.: +15.00% Physical save: +42 Mental save: +21 Spellpower on spell critical (stacks up to 3 times): +2 New effects duration reduction after a teleport: +10% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the duelist (550% speed; 4 turns) movement infusion of the duelist (550% 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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (681% speed; 5 turns) movement infusion of the titan (681% speed; 5 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 681% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the warrior (592% speed; 4 turns) movement infusion of the warrior (592% 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 592% 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. 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. |
regeneration infusion of the warrior (heal 121 over 5 turns) regeneration infusion of the warrior (heal 121 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 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. |
wild infusion of the duelist (resist 14%; cure mental) wild infusion of the duelist (resist 14%; 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: 16 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 14% for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 15%; cure mental) wild infusion of the psychic (resist 15%; 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: 14 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 15% 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 wizard (resist 14%; cure magical) wild infusion of the wizard (resist 14%; 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 14% for 4 turns. Its effects scale with your Magic 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. |
Glorimigawyn GlorimigawynCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Ranged Defense: +2 Fatigue: -2% Changes resistances: +9% nature Cut immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +15% Amulets can have magical properties. |
cleansing copper amulet of dexterity (+2) cleansing copper amulet of dexterity (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% blight Disease immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. inertial gold amulet of cunning (+2)inertial gold amulet of cunning (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Pinning immunity: +23% Stamina each turn: +0.50 Amulets can have magical properties. |
insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +11% cold Amulets can have magical properties. |
savior& savior&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.14 Cursed / Cursed form Physical save: +5 Spell save: +5 Mental save: +6 Amulets can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Rings can have magical properties. |
psionicist& psionicist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 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: Changes stats: +2 Wil Mental save: +4 Blindness immunity: +20% See stealth: +7 See invisible: +9 Rings can have magical properties. |
steel ring of nature (+22%) steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword (37.5-60 power, 2 apr) (Madness)arcing dwarven-steel greatsword (37.5-60 power, 2 apr) (Madness) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning Curse of Madness Massive two-handed swords. |
harmonious vined mindstar of slime (5-5.5 power, 18 apr, mind damage) (Nightmares) harmonious vined mindstar of slime (5-5.5 power, 18 apr, mind damage) (Nightmares)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind 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: 4 slime Changes resistances: +2% nature Changes resistances penetration: +2% nature Changes damage: +5% nature Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +0.50 Mindpower: +2 Mental crit. chance: +2% Curse of Nightmares It can be used to completes a nature powered mindstar set, placing all other charms into a 20 cooldown. 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. |
thorny mindstar of frost (7.5-8.25 power, 24 apr, mind damage) (Corpses) thorny mindstar of frost (7.5-8.25 power, 24 apr, mind damage) (Corpses)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind 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: 2 cold Changes resistances: +5% cold Changes resistances penetration: +4% cold Changes damage: +2% cold Mindpower: +3 Mental crit. chance: +3% 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. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)Crafted 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% Curse of Shrouds 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. |
linen robe of lightning (+16%) (0 def, 0 armour) (Shrouds) linen robe of lightning (+16%) (0 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour) (Madness) mindwoven linen robe of lightning (+16%) (0 def, 0 armour) (Madness)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning Mindpower: +3 Mental crit. chance: +2% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of hardened leather boots of uncanny dodging (2 def, 3 armour) (Shrouds) grounding pair of hardened leather boots of uncanny dodging (2 def, 3 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +4 Fatigue: +3% Changes resistances: +9% lightning / +5% temporal Curse of Shrouds A pair of boots made of leather. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Misfortune) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal Curse of Misfortune A pair of boots made of leather. |
cinder rough leather gloves (0 def, 1 armour) (Madness) cinder rough leather gloves (0 def, 1 armour) (Madness)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 fire Changes resistances: +6% fire Changes damage: +4% fire Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
clarifying linen wizard hat of magic (+3) (1 def, 0 armour) (Shrouds) clarifying linen wizard hat of magic (+3) (1 def, 0 armour) (Shrouds)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Mag Mental save: +6 Curse of Shrouds A pointy cloth hat, very wizardly... |
cleansing iron helm of dexterity (+2) (0 def, 3 armour) (Shrouds) cleansing iron helm of dexterity (+2) (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +5% nature / +6% blight Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the depths (0 def, 4 armour) (Madness) dwarven-steel helm of the depths (0 def, 4 armour) (Madness)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Allows you to breathe in: water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat of cunning (+2) (1 def, 0 armour) (Misfortune) mindwoven linen wizard hat of cunning (+2) (1 def, 0 armour) (Misfortune)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel helm (0 def, 4 armour) (Madness)prismatic dwarven-steel helm (0 def, 4 armour) (Madness) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +11% darkness / +11% light Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour) (Madness) rough leather cap of constitution (+3) (0 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Curse of Madness A cap made of leather. |
3 agate 3 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. |
46 alchemist agate 46 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. |
aquamarine 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. |
10 opal 10 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. |
5 topaz 5 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. |
2 emerald 2 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. |
2 spinel 2 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. |
2 garnet 2 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_WHITE |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of clear mind [power 2] (20 cooldown)dwarven-steel torque of clear mind [power 2] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 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. Torques are made by powerful psionics to store psionic powers. |
iron torque of kinetic psionic shield [power 25] (20 cooldown) iron torque of kinetic psionic shield [power 25] (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 physical and acid damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (20 cooldown) 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. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind &039; [power 2] (13 cooldown) stralite torque of clear mind &039; [power 2] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +9% mind Mindpower: +6 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 13 cooldown. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Velirerin of cure illness [power 2] (20 cooldown) Velirerin of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Damage when the wearer hits(melee): 6 mind Changes resistances penetration: +10% mind Equilibrium when hit: +0.04 Mindpower: +2 It can be used to removes 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. |
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. |
5 amethyst 5 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. |
2 quartz 2 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. |
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. |
7 zircon 7 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By -«DoubleDs»- the Dwarf Doomed level 14
20th Wealth 122nd year of Ascendancy at 09:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By -«DoubleDs»- the Dwarf Doomed level 9
6th Profit 122nd year of Ascendancy at 05:28 see stats
Exterminator
Killed 1000 creatures.By -«DoubleDs»- the Dwarf Doomed level 16
4th Dearth 122nd year of Ascendancy at 18:00 see stats
Level 10
Got a character to level 10.By -«DoubleDs»- the Dwarf Doomed level 10
16th Profit 122nd year of Ascendancy at 02:22 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By -«DoubleDs»- the Dwarf Doomed level 14
6th Wealth 122nd year of Ascendancy at 07:13 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By -«DoubleDs»- the Dwarf Doomed level 4
19th Voratun 122nd year of Ascendancy at 13:01 see stats
The Arena
Unlocked Arena mode.By -«DoubleDs»- the Dwarf Doomed level 8
31st Voratun 122nd year of Ascendancy at 06:03 see stats
The secret city
Discovered the truth about mages.By -«DoubleDs»- the Dwarf Doomed level 14
11st Wealth 122nd year of Ascendancy at 02:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By -«DoubleDs»- the Dwarf Doomed level 19
32nd Dearth 122nd year of Ascendancy at 15:30 see stats
Log
Saving done.
Saving game...
Shadow returns to the shadows.
Talent Infusion: Regeneration is ready to use.
Talent Hateful Whisper is ready to use.
-«DoubleDs»- activates Gesture of Pain.
Talent Infusion: Wild is ready to use.
Talent Call Shadows is ready to use.
Talent Antimagic Shield is ready to use.
Talent Nature&LASTTalent Deflection is ready to use.
-«DoubleDs»- activates Deflection.
-«DoubleDs»- activates Antimagic Shield.
Talent Infusion: Movement is ready to use.
Talent Unseen Force is ready to use.
Saving done.
Saving done.
There is a Long road to the Tempest Peak here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving done.
Saving done.
Saving game...
Saving done.
Saving done.
Saving game...
