











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 41 / 29% |
Size | huge |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 41 on the 13rd Iron 124th year of Ascendancy at 00:50 / 1 |
Primary Stats
Strength | 139 (base 60) |
Dexterity | 55 (base 37) |
Constitution | 91 (base 60) |
Magic | 11 (base 11) |
Willpower | 41 (base 15) |
Cunning | 28 (base 13) |
Resources
Life | -64/1578 |
Stamina | 277/360 |
Equilibrium | 0 |
Healing Factor | 1.8657453763918 |
Regeneration | 76.554707188207 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 41.549391208114 |
See Invisible | 31.549391208114 |
Offense: Mainhand
Damage | 252 |
Accuracy | 56 |
Crit Chance | 26% |
APR | 5 |
Speed | 0.91 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Temporal | +3% |
All | 0% |
Physical | +20% |
Fire | +25% |
Nature | +32% |
Offense: Damage Penetration
Cold | +5% |
Light | +10% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 96.063402816797 (92.11456541679%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 53 |
Mental Save | 48 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 60%( 70%) |
Cold | + 42%( 70%) |
All | + 16%( 70%) |
Darkness | + 21%( 70%) |
Light | + 21%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 36%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 41% |
Poison Resistance | 12% |
Knockback Resistance | 27% |
Inscriptions (4/4)
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 766 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 508 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -709 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1418 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by faerlhing. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by weaver young. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by icy orc wyrmic. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by deformed giant venus flytrap. Escort: worried loremaster (level 2 of Heart of the Gloom) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Spit Poison (+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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 26. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +8% acid / +9% fire / +7% lightning / +8% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% blight Mental save: +10 (+4 eff.) Life regen: +16.00 Light radius: +5 See stealth: +16 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.6 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 41%) for 3 turns. The sound wave is so strong, your foes also take 248.02 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +7% blight Poison immunity: +12% Disease immunity: +10% Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +27% Maximum life: +21.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+2 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 light Changes stats: +6 Str / +5 Con Changes resistances: +24% nature Changes resistances penetration: +5% temporal Changes damage: +12% nature / +3% temporal Movement speed: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Changes stats: +4 Str / +1 Dex / +5 Con Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +3% physical Physical save: +7 (+2 eff.) Maximum stamina: +30.00 Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +14 Fatigue: +3% Changes resistances: +6% acid / +6% darkness Changes resistances penetration: +5% cold Cut immunity: +20% Pinning immunity: +20% Life regen: +7.00 Stamina each turn: +1.10 Only die when reaching: -40.00 life Maximum stamina: +23.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +11 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +16 (+6 eff.) A suit of armour made of mail. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Armour: +20 Defense: +3 (+2 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +13% blight / +23% cold / +18% nature Physical save: +3 (+1 eff.) Life regen: +8.00 Maximum stamina: +10.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +5 Str / +5 Dex / +2 Mag / +6 Wil / +5 Con Changes damage: +7% physical Mindpower: +15 (+5 eff.) Combat speed: +10% Amulets make your neck look great! |
Inventory
![]() Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Fatigue: +22% Changes resistances: +6% acid / +9% cold Allows you to breathe in: water A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to slow global speed by 53% * 20 arcane resource burn Changes stats: +5 Str Changes resistances: +18% lightning / +3% cold / +6% light / +6% darkness Changes resistances penetration: +5% cold Changes damage: +15% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rok McJarf the Dwarf Berserker level 33
3rd Acquisition 123rd year of Ascendancy at 19:41 see stats
By Rok McJarf the Dwarf Berserker level 31
10th Steel 123rd year of Ascendancy at 03:18 see stats
By Rok McJarf the Dwarf Berserker level 36
34th Dearth 123rd year of Ascendancy at 11:44 see stats
By Rok McJarf the Dwarf Berserker level 36
22nd Profit 123rd year of Ascendancy at 01:33 see stats
By Rok McJarf the Dwarf Berserker level 12
22nd Dearth 122nd year of Ascendancy at 13:09 see stats
By Rok McJarf the Dwarf Berserker level 34
6th Profit 123rd year of Ascendancy at 04:02 see stats
By Rok McJarf the Dwarf Berserker level 34
4th Profit 123rd year of Ascendancy at 16:54 see stats
By Rok McJarf the Dwarf Berserker level 19
4th Loss 122nd year of Ascendancy at 15:02 see stats
By Rok McJarf the Dwarf Berserker level 27
18th Iron 123rd year of Ascendancy at 20:26 see stats
By Rok McJarf the Dwarf Berserker level 33
31st Stralite 123rd year of Ascendancy at 13:45 see stats
By Rok McJarf the Dwarf Berserker level 40
12nd Shortage 123rd year of Ascendancy at 00:39 see stats
By Rok McJarf the Dwarf Berserker level 10
22nd Wealth 122nd year of Ascendancy at 15:00 see stats
By Rok McJarf the Dwarf Berserker level 20
6th Loss 122nd year of Ascendancy at 06:23 see stats
By Rok McJarf the Dwarf Berserker level 30
7th Steel 123rd year of Ascendancy at 02:10 see stats
By Rok McJarf the Dwarf Berserker level 40
28th Loss 123rd year of Ascendancy at 02:33 see stats
By Rok McJarf the Dwarf Berserker level 26
17th Iron 123rd year of Ascendancy at 03:33 see stats
By Rok McJarf the Dwarf Berserker level 35
6th Profit 123rd year of Ascendancy at 05:12 see stats
By Rok McJarf the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 18:45 see stats
By Rok McJarf the Dwarf Berserker level 25
16th Shortage 122nd year of Ascendancy at 17:31 see stats
By Rok McJarf the Dwarf Berserker level 26
9th Iron 123rd year of Ascendancy at 15:53 see stats
By Rok McJarf the Dwarf Berserker level 22
15th Loss 122nd year of Ascendancy at 11:42 see stats
By Rok McJarf the Dwarf Berserker level 40
4th Shortage 123rd year of Ascendancy at 19:19 see stats
By Rok McJarf the Dwarf Berserker level 26
9th Iron 123rd year of Ascendancy at 02:49 see stats
By Rok McJarf the Dwarf Berserker level 24
14th Shortage 122nd year of Ascendancy at 13:42 see stats
By Rok McJarf the Dwarf Berserker level 17
42nd Dearth 122nd year of Ascendancy at 00:54 see stats
By Rok McJarf the Dwarf Berserker level 30
8th Steel 123rd year of Ascendancy at 04:05 see stats
Log
Atamathon the Giant Golem says: 'Activating defenses. Targetting hostile. **DESTRUCTION**!'
Rok McJarf uses Resilience of the Dwarves.
Rok McJarf's skin turns to stone.
Rok McJarf uses Warshout.
Atamathon the Giant Golem shrugs off the effect 'Confused'!
Atamathon the Giant Golem uses Giant Leap.
Rok McJarf instinctively hardens his skin and ignores the attack!
Rok McJarf repels an attack from Atamathon the Giant Golem.
Atamathon the Giant Golem's morale has been lowered.
Rok McJarf uses Shattering Blow.
Atamathon the Giant Golem is on fire!
Atamathon the Giant Golem shrugs off the effect 'Sunder Armour'!
Atamathon the Giant Golem uses Irresistible Sun.
Atamathon the Giant Golem starts to attract all creatures around!
Rok McJarf steals life from Atamathon the Giant Golem!
Melee retaliation hits Rok McJarf for 306 fire damage.
Rok McJarf hits Atamathon the Giant Golem for 18 fire, 35 physical (53 total damage).
Rok McJarf can barely stand!
Rok McJarf is recovering from the damage!
Atamathon the Giant Golem hits Rok McJarf for 238 fire, 282 light, 310 physical (832 total damage).
Burning from Rok McJarf hits Atamathon the Giant Golem for 6 fire damage.
Rok McJarf uses Infusion: Regeneration.
Rok McJarf starts regenerating health quickly.
Atamathon the Giant Golem uses Crush.
Rok McJarf shrugs off the effect 'Pinned to the ground'!
Melee retaliation hits Atamathon the Giant Golem for 0 light damage.
Atamathon the Giant Golem hits Rok McJarf for 693 fire, 91 fire (786 total damage).
Rok McJarf the level 41 dwarf berserker was blazed to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.