










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 23 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by degenerated skeleton warrior at level 7 on the 14th Profit 122nd year of Ascendancy at 09:14 0 / 7Killed by snow giant thunderer at level 18 on the 17th Steel 123rd year of Ascendancy at 05:30 Killed by Lrodian the thalore at level 21 on the 29th Gold 123rd year of Ascendancy at 15:37 Killed by Runoljed the halfling at level 21 on the 1st Stralite 123rd year of Ascendancy at 13:05 Killed by skeleton mage at level 22 on the 10th Voratun 123rd year of Ascendancy at 16:38 Killed by dread at level 22 on the 10th Voratun 123rd year of Ascendancy at 17:34 Killed by skeleton magus at level 23 on the 11st Voratun 123rd year of Ascendancy at 13:06 |
Primary Stats
| Strength | 68 (base 53) |
| Dexterity | 19 (base 11) |
| Constitution | 58 (base 41) |
| Magic | 11 (base 10) |
| Willpower | 38 (base 16) |
| Cunning | 20 (base 10) |
Resources
| Life | -65/778 |
| Stamina | 246/253 |
| Healing Factor | 1.5157894736842 |
| Regeneration | 47.036913076248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 41 |
| Crit Chance | 27% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Nature | +18% |
| Darkness | +5% |
| Blight | +4% |
| Physical | +18% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 32 (60%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 6 |
| Physical Save | 46 |
| Spell Save | 29 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Nature | + 44%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 302.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| 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 125 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| 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 24.92 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You failed to protect the lone alchemist from death by giant acid ant. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Belinda V2. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the temporal explorer from death by storm drake. Escort: temporal explorer (level 4 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 |
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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 35. | 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. | active |
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: * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 hardened leather boots of tirelessness (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +17.00 Infravision radius: +1 A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +5 Wil Critical mult.: +10.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. 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 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | 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. |
| On fingers | rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun Spellpower: +5 (+4 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | 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 (+3 eff.) 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. |
| Around waist | balancing hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +4 Dex Critical mult.: +7.00% Mental crit. chance: +7% A belt that goes around your waist. |
| In main hand | insidious dwarven-steel greatmaul of massacre (54.5-81.75 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +28 insidious poison Massive two-handed mauls. |
| On hands | Relgedokath the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 darkness Changes resistances: +9% darkness Changes resistances penetration: +25% arcane Changes damage: +5% darkness Life regen: +0.40 Stamina each turn: +0.20 Only die when reaching: -40.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | enveloping cashmere cloak of the Shaloren (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +1 Wil / +3 Mag Physical save: +5 (+2 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 | wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 183)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 and cleanse 1 wound and 1 poison effect. 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (300% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) 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 6 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. |
This item will automatically be transmogrified when you leave the level.movement infusion of the duelist (357% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 357% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.vision rune (radius 10; dur 20; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 17) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any demon around. 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. |
arcing dwarven-steel greatmaul (45-67.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.mighty yew longbow of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +12 fire When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +2 Str Changes damage: +15% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel longsword of massacre (33.5-46.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel longsword (25-35 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +3 Dex Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.horrifying thorny mindstar of balance (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +2% mind / +4% darkness Physical save: +5 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (20-28 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe of massacre (20-28 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
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. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Gloramira the woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Dex / +6 Mag Mental save: +17 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% See invisible: +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+0 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. |
heroic iron gauntlets (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +5 (+3 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour of stability (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +7% physical Physical save: +13 (+4 eff.) A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of the deep (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Cun / +4 Wil Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Mental save: +10 (+5 eff.) A suit of armour made of metal plates. |
enlightening steel plate armour of command (10 def, 13 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +10 (+5 eff.) Fatigue: +22% Changes stats: +6 Cun / +4 Wil Mental save: +21 (+9 eff.) A suit of armour made of metal plates. |
iron plate armour of the deep (3 def, 8 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows (22/22, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
76 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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)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 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. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.shadowy yew wand of conjuration [power 211] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 106 to 211, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Belinda V2 the Dwarf Berserker level 13
19th Dearth 122nd year of Ascendancy at 23:50 see stats
Exterminator
Killed 1000 creatures.By Belinda V2 the Dwarf Berserker level 18
16th Steel 123rd year of Ascendancy at 07:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Belinda V2 the Dwarf Berserker level 20
13rd Gold 123rd year of Ascendancy at 17:18 see stats
Level 10
Got a character to level 10.By Belinda V2 the Dwarf Berserker level 10
16th Profit 122nd year of Ascendancy at 22:41 see stats
Level 20
Got a character to level 20.By Belinda V2 the Dwarf Berserker level 20
19th Steel 123rd year of Ascendancy at 09:11 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Belinda V2 the Dwarf Berserker level 13
13rd Wealth 122nd year of Ascendancy at 10:01 see stats
Size matters
Did over 600 damage in one attack.By Belinda V2 the Dwarf Berserker level 16
29th Loss 122nd year of Ascendancy at 12:09 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Belinda V2 the Dwarf Berserker level 4
19th Voratun 122nd year of Ascendancy at 19:44 see stats
The Arena
Unlocked Arena mode.By Belinda V2 the Dwarf Berserker level 8
15th Profit 122nd year of Ascendancy at 03:36 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Belinda V2 the Dwarf Berserker level 18
30th Iron 123rd year of Ascendancy at 05:30 see stats
The secret city
Discovered the truth about mages.By Belinda V2 the Dwarf Berserker level 6
8th Profit 122nd year of Ascendancy at 13:05 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Belinda V2 the Dwarf Berserker level 18
29th Iron 123rd year of Ascendancy at 16:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Belinda V2 the Dwarf Berserker level 17
22nd Shortage 122nd year of Ascendancy at 22:32 see stats
Unstoppable
Returned from the dead.By Belinda V2 the Dwarf Berserker level 22
10th Voratun 123rd year of Ascendancy at 17:34 see stats
Log
Belinda V2 picks up (i.): quick dwarven-steel longsword (25-35 power, 4 apr).
You pickup 0.55 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.70 gold pieces.
Skeleton archer shoots!
Belinda V2 has temporarily forgotten Dig!
Belinda V2 has temporarily forgotten Execution!
Belinda V2 has temporarily forgotten Warshout!
Skeleton archer's Shoot hits Belinda V2 for 75 physical, 17 darkness (92 total damage).
Skeleton archer's Shoot hits Belinda V2 for 74 physical, 17 darkness (91 total damage).
Dread hits Belinda V2 for 35 physical damage.
Belinda V2 hits Dread for 10 blight damage.
Ghoul speeds up.
Belinda V2 killed Dread!
Skeleton archer shoots!
Belinda V2 has temporarily forgotten Death Dance!
Belinda V2 has temporarily forgotten Fearless Cleave!
Belinda V2 has temporarily forgotten Rush!
Talent Infusion: Healing is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Stunning Blow is ready to use.
Skeleton archer's Shoot hits Belinda V2 for 73 physical, 17 darkness (90 total damage).
Death Dance is still on cooldown for 1 turns.
Ghoul is poisoned!
Belinda V2 hits Ghoul for 206 physical, 5 nature, 8 darkness (219 total damage).
Ghoul performs a diseased attack against Belinda V2.
Ghoul misses Belinda V2.
Skeleton magus casts Manathrust.
Saving game...
























































































