











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 24 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 13rd Profit 122nd year of Ascendancy at 23:41 0 / 8Killed by Horned Horror at level 15 on the 44th Profit 122nd year of Ascendancy at 01:51 Killed by bandit at level 19 on the 15th Dearth 122nd year of Ascendancy at 11:09 Killed by Assassin Lord at level 19 on the 15th Dearth 122nd year of Ascendancy at 12:35 Killed by ruin banshee at level 23 on the 21st Iron 123rd year of Ascendancy at 15:21 Killed by saw horror at level 24 on the 25th Iron 123rd year of Ascendancy at 05:57 Killed by Xusevea the skeleton warrior at level 24 on the 34th Steel 123rd year of Ascendancy at 09:25 Killed by The Master at level 24 on the 35th Steel 123rd year of Ascendancy at 02:52 |
Primary Stats
| Strength | 64 (base 53) |
| Dexterity | 21 (base 11) |
| Constitution | 67 (base 47) |
| Magic | 12 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | -281/1052 |
| Stamina | 165/249 |
| Healing Factor | 1.4735014349577 |
| Regeneration | 13.937121633364 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 34.182604915697 |
| See Invisible | 34.182604915697 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 58 |
| Crit Chance | 22% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Nature | +5% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Physical | +9% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 48.723073231957 (96.438666929426%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 29 |
| Physical Save | 43 |
| Spell Save | 28 |
| Mental Save | 43 |
Defense: Resistances
| Darkness | + 3%( 70%) |
| Light | + 21%( 70%) |
| Blight | + 17%( 70%) |
| Nature | + 25%( 70%) |
| Fire | + 24%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Confusion Resistance | 15% |
| Instadeath Resistance | 100% |
| Poison Resistance | 12% |
| Pinning Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
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 |
You failed to protect the injured seer from death by Ivywen the giant venus flytrap. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by giant green ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by minotaur. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 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 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton mage. Escort: worried loremaster (level 3 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You 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 dwarven-steel boots of tirelessness (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Stamina each turn: +0.40 Maximum stamina: +15.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Salenn the Firemaim (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 9% Damage when hit (Melee): 4 acid / 4 blight Changes stats: +3 Str / +4 Wil Changes resistances: +24% fire Changes resistances penetration: +20% acid Changes damage: +9% blight Mental save: +6 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper opal ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 22 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 22 Damage (Ranged): 8 physical Damage when hit (Melee): 4 nature Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +4 Cun / +2 Con Changes resistances: +22% light Changes damage: +11% light Critical mult.: +20.00% Stun/Freeze immunity: +26% Life regen: +2.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
| On fingers | steel opal ringInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 22 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 22 Damage (Ranged): 7 physical Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +5 Cun / +2 Con Changes resistances: +7% nature / +6% blight Poison immunity: +12% Disease immunity: +13% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
| Around waist | Xara the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +1 Con Changes resistances: +6% nature / +3% darkness Life regen: +0.80 Stamina each turn: +3.00 Healing mod.: +11% Damage Shield penetration: +10% A belt that goes around your waist. |
| In main hand | truestriking dwarven-steel greatmaul of enduring (153% 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. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +13 Changes stats: +12 Con / +10 Wil Changes resistances penetration: +9% physical Maximum life: +87.00 Massive two-handed mauls. |
| On hands | Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| Main armor | cleansing dwarven-steel plate armour of command (5 def, 17 armour)Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +22% Changes stats: +2 Cun Changes resistances: +12% nature / +12% blight Mental save: +10 (+3 eff.) A suit of armour made of metal plates. |
| Cloak | murderer's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's gold amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +14 Changes stats: +3 Wil Critical mult.: +12.00% Mental save: +8 (+3 eff.) Confusion immunity: +15% Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.biting gale rune of the warrior (damage 243; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 243.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.fungal hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 104 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of massiveness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Con Changes damage: +7% physical Size category: +1 A pair of boots made of leather. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+8 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.50 mind and 10.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 12. Terrified: Deals 2.50 mind and 2.50 darkness damage per turn and increases cooldowns by 20%. Haunted: Causes the target to suffer 4.16 mind and 4.16 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel plate armour of natural resilience (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +13% nature / +12% blight Reduced damage from: +9% Unnatural Life regen: +3.10 Stamina each turn: +1.10 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.reinforced steel shield of resistance (0 def, 7 armour, 59 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +7% acid / +7% fire / +8% lightning / +6% cold Talent granted: +1 Block Handheld deflection devices. |
78 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. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 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) Activation costs 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. |
elven-wood totem of stinging 'Poladherekira' [power 392] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +6% blight Changes resistances penetration: +5% blight / +15% arcane Changes damage: +6% blight It can be used to sting an enemy dealing 411 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 40% for 2 turns. * Heal for 83. * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Algohrr the Dwarf Berserker level 8
25th Voratun 122nd year of Ascendancy at 23:27 see stats
Exterminator
Killed 1000 creatures.By Algohrr the Dwarf Berserker level 19
45th Dearth 122nd year of Ascendancy at 09:02 see stats
Level 10
Got a character to level 10.By Algohrr the Dwarf Berserker level 10
5th Profit 122nd year of Ascendancy at 17:51 see stats
Level 20
Got a character to level 20.By Algohrr the Dwarf Berserker level 20
45th Dearth 122nd year of Ascendancy at 10:45 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Algohrr the Dwarf Berserker level 19
15th Dearth 122nd year of Ascendancy at 16:59 see stats
Size matters
Did over 600 damage in one attack.By Algohrr the Dwarf Berserker level 15
43rd Profit 122nd year of Ascendancy at 06:10 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Algohrr the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 20:25 see stats
The Arena
Unlocked Arena mode.By Algohrr the Dwarf Berserker level 10
8th Profit 122nd year of Ascendancy at 19:50 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Algohrr the Dwarf Berserker level 20
4th Shortage 122nd year of Ascendancy at 14:28 see stats
The secret city
Discovered the truth about mages.By Algohrr the Dwarf Berserker level 18
24th Wealth 122nd year of Ascendancy at 13:26 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Algohrr the Dwarf Berserker level 20
3rd Shortage 122nd year of Ascendancy at 21:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Algohrr the Dwarf Berserker level 19
16th Dearth 122nd year of Ascendancy at 09:19 see stats
Unstoppable
Returned from the dead.By Algohrr the Dwarf Berserker level 24
34th Steel 123rd year of Ascendancy at 09:25 see stats
Log
Algohrr no longer revels in blood quite so much.
Berserker Rage's rage awakens!
Spikes of Decrepitude hits Algohrr for 15 cold, 15 darkness (31 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Algohrr uses Warshout.
Armoured skeleton warrior wanders around!
Armoured skeleton warrior is confused and fails to use Shield Pummel.
Algohrr uses Death Dance.
Armoured skeleton warrior is dazed!
Algohrr hits Armoured skeleton warrior for 241 physical, 14 physical (256 total damage).
Melee retaliation hits Algohrr for 4 lightning damage.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior is not dazed anymore.
Armoured skeleton warrior hits Algohrr for 45 physical, 3 darkness, 3 light, 5 lightning, 18 physical, 18 lightning, 26 physical, 18 lightning (138 total damage).
Melee retaliation hits Armoured skeleton warrior for 3 acid, 2 blight, 3 nature, 3 acid, 2 blight, 3 nature, 3 acid, 2 blight, 3 nature (27 total damage).
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Ghoul speeds up.
Spikes of Decrepitude hits Algohrr for 15 cold, 15 darkness (31 total damage).
Armoured skeleton warrior is no longer out of phase.
Something hits Algohrr for 254 cold damage.
Algohrr the level 24 dwarf berserker was chilled to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
Algohrr's rage subsides!







































































