Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 24 / 92% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 20 on the 17th Iron 123rd year of Ascendancy at 20:48 0 / 7Killed by worm that walks at level 20 on the 18th Iron 123rd year of Ascendancy at 04:55 Killed by Xerythra the elder vampire at level 24 on the 18th Stralite 123rd year of Ascendancy at 23:21 Killed by elven cultist at level 24 on the 21st Stralite 123rd year of Ascendancy at 01:29 Killed by ritch flamespitter at level 24 on the 21st Stralite 123rd year of Ascendancy at 05:41 Killed by Layith the skeleton warrior at level 24 on the 22nd Stralite 123rd year of Ascendancy at 10:16 Killed by Layith the skeleton warrior at level 24 on the 22nd Stralite 123rd year of Ascendancy at 11:49 |
| Antimagic | Follower |
Primary Stats
| Strength | 69 (base 40) |
| Dexterity | 24 (base 21) |
| Constitution | 50 (base 37) |
| Magic | 8 (base 10) |
| Willpower | 37 (base 24) |
| Cunning | 25 (base 12) |
Resources
| Life | -229/837 |
| Stamina | 149/290 |
| Equilibrium | 37 |
| Healing Factor | 1.43 |
| Regeneration | 10.737163065462 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 47 |
| Crit Chance | 6% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (30%) |
| Defense | 41 |
| Ranged Defense | 43 |
| Fatigue | 19 |
| Physical Save | 53 |
| Spell Save | 40 |
| Mental Save | 45 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Poison Resistance | 11% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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 23). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 46) for 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) 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 -125 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. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 5 and keeps you from dying even if your life drops to -125. Heroism |
| beneficial effect | Reduces physical damage received by 25% and provides a 13% chance to ignore critical hits. Juggernaut |
| beneficial effect | You gain 6% resistance against blight. Resolve |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 15. Intimidated |
| detrimental effect | The target is infected by a disease, reducing its constitution by 10 and doing 24.33 blight damage per turn. Rotting Disease |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target is recovering 38 life each turn. Recovery |
| beneficial effect | The target has 22% chance to evade melee attacks and gains 10 defense. Evasion |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by giant blue ant. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by Ru'miroth. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by orc corruptor. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Polara the skeleton master archer. Escort: repented thief (level 5 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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'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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice wyrm tooth. | 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 within3 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 dwarven-steel boots 'Emelareba' (12 def, 4 armour) pair of dwarven-steel boots 'Emelareba' (12 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +1 Armour: +4 Defense: +12 (+4 eff.) Fatigue: +3% Changes stats: +1 Dex Critical mult.: +6.00% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 22% chance to completely evade them and granting you 10 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Haruneg the Arcquarry Haruneg the ArcquarryInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +3% mind / +12% lightning Physical save: +7 (+3 eff.) Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xerolevena (6 def, 4 armour) Xerolevena (6 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Armour: +4 Defense: +6 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +3 Dex / +2 Wil / +9 Cun Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life Maximum life: +20.00 Maximum stamina: +10.00 Mindpower: +4 (+2 eff.) Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+4 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | treant's steel ring of pilfering treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes resistances: +5% nature / +5% blight Poison immunity: +11% Disease immunity: +13% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | gladiator's gold ring of clarity gladiator's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +7 Con Mental save: +10 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
| Around waist | Tarrerain TarrerainCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 4 mind Stealth bonus: +5 Mindpower: +2 (+1 eff.) Light radius: +2 A belt that goes around your waist. |
| In main hand | thought-forged dwarven-steel greatmaul of massacre (53-79.5 power, 2 apr) thought-forged dwarven-steel greatmaul of massacre (53-79.5 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed mauls. |
| On hands | steady rough leather gloves of strength (+3) (0 def, 1 armour) steady rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Jetidol (9 def, 5 armour) Jetidol (9 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances penetration: +10% arcane Changes damage: +6% darkness Physical save: +14 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted 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 Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 40/60) : Effective talent level: 2.6 Power cost: 30 out of 40/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage 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's life on more than one occasion. |
Inventory
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +22.00 Rings can have magical properties. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 69.19 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
rejuvenating steel mail armour of Eyal (2 def, 6 armour) rejuvenating steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Life regen: +4.20 Stamina each turn: +0.90 Maximum life: +45.00 Healing mod.: +12% A suit of armour made of mail. |
348 alchemist agate 348 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. |
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 Latent Damage Type: Lightning 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire 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 after 40 turns, 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. |
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% Latent Damage Type: Cold 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 Ru'miroth the Dwarf Berserker level 24
21st Stralite 123rd year of Ascendancy at 20:51 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Ru'miroth the Dwarf Berserker level 21
14th Gold 123rd year of Ascendancy at 12:17 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ru'miroth the Dwarf Berserker level 17
7th Iron 123rd year of Ascendancy at 23:54 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ru'miroth the Dwarf Berserker level 7
2nd Acquisition 122nd year of Ascendancy at 05:17 see stats
Exterminator
Killed 1000 creatures.By Ru'miroth the Dwarf Berserker level 17
6th Iron 123rd year of Ascendancy at 20:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ru'miroth the Dwarf Berserker level 21
18th Gold 123rd year of Ascendancy at 11:00 see stats
Level 10
Got a character to level 10.By Ru'miroth the Dwarf Berserker level 10
14th Profit 122nd year of Ascendancy at 19:31 see stats
Level 20
Got a character to level 20.By Ru'miroth the Dwarf Berserker level 20
17th Iron 123rd year of Ascendancy at 03:49 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ru'miroth the Dwarf Berserker level 16
15th Wealth 122nd year of Ascendancy at 18:51 see stats
Size matters
Did over 600 damage in one attack.By Ru'miroth the Dwarf Berserker level 23
18th Stralite 123rd year of Ascendancy at 05:06 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Ru'miroth the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 10:14 see stats
That was close
Killed your target while having only 1 life left.By Ru'miroth the Dwarf Berserker level 23
18th Stralite 123rd year of Ascendancy at 05:06 see stats
The Arena
Unlocked Arena mode.By Ru'miroth the Dwarf Berserker level 11
42nd Profit 122nd year of Ascendancy at 00:56 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Ru'miroth the Dwarf Berserker level 17
6th Iron 123rd year of Ascendancy at 15:07 see stats
The secret city
Discovered the truth about mages.By Ru'miroth the Dwarf Berserker level 14
8th Wealth 122nd year of Ascendancy at 21:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ru'miroth the Dwarf Berserker level 17
6th Iron 123rd year of Ascendancy at 22:20 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ru'miroth the Dwarf Berserker level 23
18th Stralite 123rd year of Ascendancy at 14:59 see stats
Log
Golratira the skeleton archer's light area effect hits Ru'miroth for (22 antimagic), 21 light (21 total damage).
Arubeth the vampire lashes out with a flurry of fists.
Arubeth the vampire performs a melee critical strike against Ru'miroth!
Ru'miroth is invigorated by the attack!
Arubeth the vampire drains life from Ru'miroth!
Ru'miroth is invigorated by the attack!
Ru'miroth is invigorated by the attack!
Arubeth the vampire resists the mind attack!
Ru'miroth is invigorated by the attack!
Arubeth the vampire drains life from Ru'miroth!
Arubeth the vampire resists the mind attack!
Ru'miroth is invigorated by the attack!
Arubeth the vampire drains life from Ru'miroth!
Arubeth the vampire resists the mind attack!
Arubeth the vampire leeches life from Ru'miroth!
Ru'miroth hits Arubeth the vampire for 3 healing, 24 healing, (2 resist armour), 0 mind, , 15 healing, (2 resist armour), 0 mind, , 12 healing, (2 resist armour), 0 mind, (0 total damage) [54 healing].
Arubeth the vampire hits Ru'miroth for (22 antimagic), 60 blight, (13 antimagic), 0 light, (14 antimagic), 0 darkness, (22 antimagic), 37 blight, (22 antimagic), 29 blight (126 total damage).
Skeleton archer misses Ru'miroth.
Layith the skeleton warrior is no longer illuminated.
Ru'miroth tries to evade attacks.
Celia recovers sight.
Celia is no longer illuminated.
Celia misses Ru'miroth.
Ru'miroth is invigorated by the attack!
Arubeth the vampire drains life from Ru'miroth!
Aerurema the ghast uses Stun.
Aerurema the ghast misses Ru'miroth.
Layith the skeleton warrior casts Moonlight Ray.
Saving game...
