Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Constitution Viability Buff Addon 1.4.6Constitution now grants: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escort Mastery Buff Addon 1.4.8 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 38 / 95% |
Size | medium |
Lifes / Deaths | Killed by orc warrior at level 1 on the 17th Voratun 122nd year of Ascendancy at 13:11 5 / 2Killed by brecklorn at level 5 on the 31st Voratun 122nd year of Ascendancy at 13:34 |
Antimagic | Follower |
Primary Stats
Strength | 124 (base 60) |
Dexterity | 25 (base 23) |
Constitution | 63 (base 60) |
Magic | 14 (base 10) |
Willpower | 42 (base 11) |
Cunning | 41 (base 19) |
Resources
Life | 1344/1344 |
Stamina | 364/364 |
Healing Factor | 1.665 |
Regeneration | 197.9953938492 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 42.5 |
See Invisible | 42.5 |
Offense: Mainhand
Damage | 244 |
Accuracy | 65 |
Crit Chance | 35% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 47.65 (86.818181818182%) |
Defense | 24 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 43 |
Mental Save | 49 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 5% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 24% |
Poison Resistance | 20% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 536 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 23 for 9 turns. While Heroism is active, you will only die when reaching -632 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. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker Rage |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 107.12 life per turn. Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * 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. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 123. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed storm wyrm claw. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed red crystal shard. * You've found the needed electric eel tail. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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. * You have destroyed Vor. * 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 |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Gleldanor the Weepglamour (18/18, 23-27.6 power, 2 apr) Gleldanor the Weepglamour (18/18, 23-27.6 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.0 - 27.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 On weapon hit: * Slows global speed by 20% Damage (Ranged): +4 mind / +12 nature Burst (radius 1) on hit: +8 mind Shots are used with slings to pummel your foes to death. |
Light source | 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 (99 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Islyvea (0 def, 4 armour) Islyvea (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +6 Str / +6 Wil / +3 Cun Changes resistances: +6% temporal Changes damage: +9% blight / +3% temporal Mental save: +7 (+2 eff.) Mindpower: +4 (+2 eff.) Light radius: +1 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 444.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dwarven-steel pickaxe 'Xanoyalle' (dig speed 13 turns) dwarven-steel pickaxe 'Xanoyalle' (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 15% chance to corrode armour Changes stats: +4 Str Changes resistances: +12% darkness / +6% lightning Damage affinity(heal): +15% darkness Spell save: +9 (+3 eff.) Maximum life: +29.00 Maximum stamina: +19.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | psionicist's stralite ring of misery psionicist's stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +5 Cun / +6 Wil Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | voratun greatmaul 'Gunne' (69.5-104.25 power, 4 apr) voratun greatmaul 'Gunne' (69.5-104.25 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 44% chance to cause random gloom * disrupts spell-casting Damage (Melee): +12 mind Damage against: +23% Unnatural When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +2 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Wil / +6 Cun Changes resistances: +5% arcane / +3% acid Changes resistances penetration: +5% mind Changes damage: +12% physical Stun/Freeze immunity: +5% Stamina when hit: +4.00 Massive two-handed mauls. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Main armor | radiant stralite mail armour of the deep (4 def, 10 armour) radiant stralite mail armour of the deep (4 def, 10 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +18% blight / +8% cold / +18% darkness / +9% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
Cloak | cashmere cloak 'Splendourlace' (2 def, 14 armour) cashmere cloak 'Splendourlace' (2 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +14 Defense: +2 (+1 eff.) Fatigue: -5% Changes resistances: +9% light / +26% cold Maximum life: +42.00 Maximum stamina: +21.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Magmawish' steel amulet 'Magmawish'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Defense: +11 (+6 eff.) Damage when hit (Melee): 8 acid Changes stats: +10 Lck Changes resistances: +9% fire / +14% temporal Changes damage: +15% fire Critical mult.: +13.00% Pinning immunity: +24% Knockback immunity: +25% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Inventory
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. |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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. |
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. |
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 264/400. 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 273.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Crackleserpent the iron torque of psychoportation [power 21] (30 cooldown) Crackleserpent the iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +15% lightning Changes damage: +3% lightning Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of clear mind [power 2] (10 cooldown) quiet steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Belywyn' [power 109] (5 cooldown) steel torque of mindblast 'Belywyn' [power 109] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% mind Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +3 (+1 eff.) It can be used to fire a blast of psionic energies in a range 7 beam dealing 55.59 to 111.18 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of kinetic psionic shield [power 193] (29 cooldown) overpowered stralite torque of kinetic psionic shield [power 193] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 193 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
Issoreneg the elven-wood totem of healing [power 160] (20 cooldown) Issoreneg the elven-wood totem of healing [power 160] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to heal a target within range 7 (based on Willpower) for 160, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments [power 3] (10 cooldown) elven-wood totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Ivedatta' [power 117] (33 cooldown) elven-wood totem of thorny skin 'Ivedatta' [power 117] (33 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% acid Maximum wards: +3 acid / +3 nature / +2 light Changes damage: +6% acid Talents granted: +2 Lay Web +1 Ward Spell save: +6 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +4% It can be used to harden the skin for 7 turns increasing armour by 117 and armour hardiness by 60%, putting all charms on cooldown for 33 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood wand of conjuration [power 613] (17 cooldown) overpowered elven-wood wand of conjuration [power 613] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 306 to 613, putting all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
By Halaster the Dwarf Berserker level 26
7th Dearth 123rd year of Ascendancy at 07:40 see stats
By Halaster the Dwarf Berserker level 38
14th Iron 125th year of Ascendancy at 07:39 see stats
By Halaster the Dwarf Berserker level 26
5th Dearth 123rd year of Ascendancy at 14:21 see stats
By Halaster the Dwarf Berserker level 14
14th Loss 122nd year of Ascendancy at 23:00 see stats
By Halaster the Dwarf Berserker level 36
22nd Shortage 124th year of Ascendancy at 08:06 see stats
By Halaster the Dwarf Berserker level 35
18th Shortage 124th year of Ascendancy at 14:50 see stats
By Halaster the Dwarf Berserker level 20
7th Gold 123rd year of Ascendancy at 01:34 see stats
By Halaster the Dwarf Berserker level 36
8th Iron 125th year of Ascendancy at 05:53 see stats
By Halaster the Dwarf Berserker level 32
2nd Voratun 124th year of Ascendancy at 20:38 see stats
By Halaster the Dwarf Berserker level 29
4th Shortage 123rd year of Ascendancy at 01:55 see stats
By Halaster the Dwarf Berserker level 16
29th Shortage 122nd year of Ascendancy at 14:54 see stats
By Halaster the Dwarf Berserker level 21
12nd Voratun 123rd year of Ascendancy at 15:51 see stats
By Halaster the Dwarf Berserker level 30
40th Steel 124th year of Ascendancy at 18:39 see stats
By Halaster the Dwarf Berserker level 31
43rd Stralite 124th year of Ascendancy at 15:20 see stats
By Halaster the Dwarf Berserker level 28
30th Dearth 123rd year of Ascendancy at 02:25 see stats
By Halaster the Dwarf Berserker level 10
44th Profit 122nd year of Ascendancy at 21:27 see stats
By Halaster the Dwarf Berserker level 20
28th Steel 123rd year of Ascendancy at 08:07 see stats
By Halaster the Dwarf Berserker level 30
18th Shortage 123rd year of Ascendancy at 11:24 see stats
By Halaster the Dwarf Berserker level 34
38th Dearth 124th year of Ascendancy at 05:35 see stats
By Halaster the Dwarf Berserker level 34
37th Dearth 124th year of Ascendancy at 09:44 see stats
By Halaster the Dwarf Berserker level 26
23rd Dearth 123rd year of Ascendancy at 02:34 see stats
By Halaster the Dwarf Berserker level 34
3rd Shortage 124th year of Ascendancy at 04:05 see stats
By Halaster the Dwarf Berserker level 30
40th Steel 124th year of Ascendancy at 10:37 see stats
By Halaster the Dwarf Berserker level 18
9th Iron 123rd year of Ascendancy at 12:13 see stats
By Halaster the Dwarf Berserker level 25
5th Dearth 123rd year of Ascendancy at 03:46 see stats
Log
You don't see how to get there...
Today is the 24th Steel of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:36.
Halaster deactivates Berserker Rage.
Halaster stops regenerating health quickly.