Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 29 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by The Master at level 21 on the 27th Shortage 122nd year of Ascendancy at 23:29 1 / 5Killed by Shadow of Poloriamira the bloated horror at level 22 on the 10th Iron 123rd year of Ascendancy at 10:04 Killed by Ce'Nidhewen the orc cryomancer at level 28 on the 17th Profit 123rd year of Ascendancy at 03:22 Killed by orc high cryomancer at level 28 on the 18th Profit 123rd year of Ascendancy at 21:01 Killed by orc blood mage at level 29 on the 11st Wealth 123rd year of Ascendancy at 11:20 |
Primary Stats
| Strength | 68 (base 55) |
| Dexterity | 12 (base 11) |
| Constitution | 72 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 1053/1053 |
| Positive | 7/134 |
| Stamina | 219/219 |
| Healing Factor | 1.54 |
| Regeneration | 15.702074791455 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 32 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 71.2 (93.924050632911%) |
| Defense | 15.7 |
| Ranged Defense | 15.7 |
| Fatigue | 35 |
| Physical Save | 58.663507229955 |
| Spell Save | 57.130173896622 |
| Mental Save | 42.646840563289 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 11% |
| Bleed Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 305 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 22% for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 27) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any humanoid around. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 failed to protect the injured seer from death by lesser vampire. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by giant fire ant. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Hagarth. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by war bear. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Constitution by +2. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | 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'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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's current energy level is: 192. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 explosive force. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. * You've found the needed mummified bone. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of dwarven-steel boots of phasing (0 def, 10 armour) miner's pair of dwarven-steel boots of phasing (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +2 Mag / +3 Wil Infravision radius: +1 Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Cobrabore CobraboreInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% nature Changes damage: +6% fire Physical save: +10 Light radius: +3 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Aerobrelaith [power 3] (10 cooldown) Aerobrelaith [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% temporal / +5% arcane / +6% light It can be used to remove up to 3 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% 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 | treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +8% nature / +8% blight Poison immunity: +11% Disease immunity: +19% Life regen: +0.90 Maximum life: +60.00 Healing mod.: +10% Rings can have magical properties. |
| Around waist | hardened leather belt of recklessness hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 Critical mult.: +6.00% A belt that goes around your waist. |
| In main hand | voratun battleaxe 'Chargehunt' (70.5-105.75 power, 4 apr) voratun battleaxe 'Chargehunt' (70.5-105.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% Burst (radius 1) on hit: +4 lightning When wielded/worn: Fatigue: -2% Changes stats: +3 Dex Changes damage: +3% lightning Massive two-handed battleaxes. |
| On hands | blighted hardened leather gloves of the juggernaut (0 def, 2 armour) blighted hardened leather gloves of the juggernaut (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 blight Changes stats: +2 Con Changes resistances: +7% blight Changes damage: +5% blight Physical save: +13 Spell save: +5 Mental save: +5 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides 21% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | hardened stralite plate armour of command (13 def, 27 armour) hardened stralite plate armour of command (13 def, 27 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +27 Defense: +13 Fatigue: +26% Changes stats: +3 Cun Changes resistances: +9% acid / +8% physical / +8% cold / +9% lightning / +8% fire Mental save: +14 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Chargeradiance' (2 def, 8 armour) cashmere cloak 'Chargeradiance' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Damage when hit (Melee): 4 lightning Changes resistances: +6% acid / +18% cold / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating steel amulet of healing insulating steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% fire / +10% cold Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
heroism infusion (+5 for 9 turns, die at -163) heroism infusion (+5 for 9 turns, die at -163)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: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -163 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion (+5 for 7 turns, die at -229) heroism infusion (+5 for 7 turns, die at -229)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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 7 turns. While Heroism is active, you will only die when reaching -229 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 (300% speed; 4 turns) movement infusion (300% 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 300% 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. |
sun infusion of the warrior (rad 6; power 104; turns 5; dispells darkness) sun infusion of the warrior (rad 6; power 104; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 52). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 104) 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. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. 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. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. 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. |
shielding rune of the titan (absorb 266 for 3 turns) shielding rune of the titan (absorb 266 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 3 turns. Its effects scale with your Constitution 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
savior's stralite amulet of constitution (+6) savior's stralite amulet of constitution (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +11 Spell save: +19 Mental save: +13 Amulets can have magical properties. |
stralite amulet of murder stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +4.0% Critical mult.: +13.00% Amulets can have magical properties. |
stralite amulet of the eclipse stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 9% chance to blind Changes damage: +10% light / +9% darkness Amulets can have magical properties. |
balanced stralite greatsword of nature (48.5-77.6 power, 3 apr) balanced stralite greatsword of nature (48.5-77.6 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 Defense: +14 Changes resistances: +6% all Changes resistances penetration: +12% nature Massive two-handed swords. |
fortifying steel plate armour of the dragon (4 def, 9 armour) fortifying steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +5 Str / +3 Con Changes resistances: +6% acid / +5% physical / +7% fire / +6% lightning / +7% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +21% Maximum life: +43.00 A suit of armour made of metal plates. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are 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. |
iron torque of kinetic psionic shield [power 23] (20 cooldown) iron torque of kinetic psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of kinetic psionic shield [power 113] (20 cooldown) quiet stralite torque of kinetic psionic shield [power 113] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 113 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
tentacled ash totem of thorny skin [power 31] (20 cooldown) tentacled ash totem of thorny skin [power 31] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Hagarth the Dwarf Berserker level 25
8th Gold 123rd year of Ascendancy at 12:43 see stats
Against all odds
Killed Ukruk in the ambush.By Hagarth the Dwarf Berserker level 24
6th Gold 123rd year of Ascendancy at 15:45 see stats
Brave new world
Went to the Far East and took part in the war.By Hagarth the Dwarf Berserker level 28
30th Voratun 123rd year of Ascendancy at 16:04 see stats
Bringer of Doom
Killed a Bringer of Doom.By Hagarth the Dwarf Berserker level 14
41st Dearth 122nd year of Ascendancy at 11:50 see stats
Clone War
Destroyed your own Shade.By Hagarth the Dwarf Berserker level 29
30th Profit 123rd year of Ascendancy at 07:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Hagarth the Dwarf Berserker level 7
1st Acquisition 122nd year of Ascendancy at 02:23 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Hagarth the Dwarf Berserker level 26
11st Stralite 123rd year of Ascendancy at 18:25 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Hagarth the Dwarf Berserker level 17
9th Shortage 122nd year of Ascendancy at 13:53 see stats
Exterminator
Killed 1000 creatures.By Hagarth the Dwarf Berserker level 17
23rd Loss 122nd year of Ascendancy at 03:37 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hagarth the Dwarf Berserker level 16
11st Loss 122nd year of Ascendancy at 19:01 see stats
Level 10
Got a character to level 10.By Hagarth the Dwarf Berserker level 10
9th Profit 122nd year of Ascendancy at 04:25 see stats
Level 20
Got a character to level 20.By Hagarth the Dwarf Berserker level 20
21st Shortage 122nd year of Ascendancy at 09:42 see stats
Poisonous
Sided with the assassin lord.By Hagarth the Dwarf Berserker level 12
24th Dearth 122nd year of Ascendancy at 08:08 see stats
Size is everything
Did over 1500 damage in one attack.By Hagarth the Dwarf Berserker level 26
11st Stralite 123rd year of Ascendancy at 10:48 see stats
Size matters
Did over 600 damage in one attack.By Hagarth the Dwarf Berserker level 20
22nd Shortage 122nd year of Ascendancy at 23:42 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Hagarth the Dwarf Berserker level 27
12nd Stralite 123rd year of Ascendancy at 00:34 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Hagarth the Dwarf Berserker level 4
20th Voratun 122nd year of Ascendancy at 07:36 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hagarth the Dwarf Berserker level 22
28th Iron 123rd year of Ascendancy at 19:50 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Hagarth the Dwarf Berserker level 14
7th Loss 122nd year of Ascendancy at 23:21 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Hagarth the Dwarf Berserker level 22
28th Iron 123rd year of Ascendancy at 10:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Hagarth the Dwarf Berserker level 28
30th Voratun 123rd year of Ascendancy at 16:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hagarth the Dwarf Berserker level 18
10th Shortage 122nd year of Ascendancy at 22:29 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Hagarth the Dwarf Berserker level 23
6th Gold 123rd year of Ascendancy at 07:36 see stats
Log
Orc blood mage receives 52 healing from Hagarth.
Hagarth the level 29 dwarf berserker was debilitated by noxious blight before falling to death by an orc blood mage on level 1 of Rak'shor Pride.
You have 1 life(s) left.
Hagarth rearms.
Hagarth is not stunned anymore.
Hagarth is no longer out of phase.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Orc blood mage's Blood Grasp killed Hagarth!
Talent Rune: Vision is ready to use.
Talent Fearless Cleave is ready to use.
Talent Warshout is ready to use.
Talent Execution is ready to use.
Talent Stunning Blow is ready to use.
Talent Vitality is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Wild is ready to use.
Saving done.
Talent Rush is ready to use.
Talent Healing Light is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Rune: Shielding is ready to use.
Resting starts...
Talent Resilience of the Dwarves is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
