Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 22 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 5 on the 22nd Voratun 122nd year of Ascendancy at 11:21 0 / 6Killed by Kabteg the shalore at level 10 on the 14th Wealth 122nd year of Ascendancy at 07:05 Killed by Xerudatha the rattlesnake at level 15 on the 5th Shortage 122nd year of Ascendancy at 02:42 Killed by Xatha the bone giant at level 18 on the 1st Voratun 123rd year of Ascendancy at 13:18 Killed by Urkis, the High Tempest at level 18 on the 27th Profit 123rd year of Ascendancy at 21:27 Killed by Salewyn the skeleton master archer at level 22 on the 3rd Loss 123rd year of Ascendancy at 09:45 |
Primary Stats
| Strength | 58 (base 44) |
| Dexterity | 15 (base 13) |
| Constitution | 59 (base 51) |
| Magic | 8 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -30/801 |
| Mana | 248/261 |
| Stamina | 206/206 |
| Healing Factor | 1.3666717314015 |
| Regeneration | 99.767036392313 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.1 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +29% |
| Blight | +4% |
| Arcane | +12% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 68 (95%) |
| Defense | 31.575 |
| Ranged Defense | 31.575 |
| Fatigue | 26 |
| Physical Save | 58.6 |
| Spell Save | 54.2 |
| Mental Save | 47.1 |
Defense: Resistances
| Acid | -2%( 70%) |
| Nature | -8%( 70%) |
| Blight | -2%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 18%( 70%) |
| All | -8%( 70%) |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 3 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 21.42 fire damage per turn. Burning |
| beneficial effect | The target filled with the spirit of the bunnies! This grants absolutly no special effects, but it looks very very cute! Bunnyficated! |
| beneficial effect | The target is surrounded by a fell aura, granting 40% critical damage bonus but -20% to all resistances. Fell Aura |
| beneficial effect | A flow of life spins around the target, regenerating 65.24 life per turn. Regeneration |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is recovering 6 life each turn and its healing modifier has been increased by 14%. Recovery |
| beneficial effect | The target's skin turns to stone, granting 17 armour, 22 physical save and 22 spell save. Dwarven Resilience |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target has 18% chance to evade melee attacks. Evasion |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | 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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength by +2. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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: 37. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed hummerhorn wing. * You've found the needed honey tree root. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots of evasion (6 def, 1 armour) pair of rough leather boots of evasion (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +6 Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 18% chance to completely evade them for 6 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | pouch of iron shots (17/17, 11.5-13.8 power, 1 apr) pouch of iron shots (17/17, 11.5-13.8 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 11.5 - 13.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
| Light source | scorching brass lantern of revealing scorching brass lantern of revealingPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 10 fire Light radius: +2 See stealth: +5 See invisible: +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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. 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 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Yvavea YvaveaPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +7 Defense: +8 Damage when the wearer is hit: 4 arcane Changes resistances: +12% arcane / +24% cold Changes damage: +12% arcane / +12% cold Mana when firing critical spell: +3.00 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 11 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | cleansing rough leather belt of life cleansing rough leather belt of lifeInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% acid Life regen: +0.20 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | glacial dwarven-steel greatsword of gravity (38.5-61.6 power, 2 apr) glacial dwarven-steel greatsword of gravity (38.5-61.6 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +6 gravity Damage conversion: 33% ice When wielded/worn: Armour: +8 Changes resistances penetration: +10% cold Changes damage: +10% physical Massive two-handed swords. |
| On hands | sand rough leather gloves of strength (+3) (0 def, 7 armour) sand rough leather gloves of strength (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +7 Changes stats: +3 Str Damage when the wearer hits(melee): 5 physical Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dwarven-steel plate armour of Eyal (5 def, 11 armour) dwarven-steel plate armour of Eyal (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Life regen: +0.70 Maximum life: +44.00 Healing mod.: +13% A suit of armour made of metal plates. |
| Cloak | enveloping cashmere cloak of implacability (8 def, 0 armour) enveloping cashmere cloak of implacability (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Physical save: +5 Mental save: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous steel amulet of dexterity (+6) serendipitous steel amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +6 Changes stats: +6 Lck / +2 Dex Amulets can have magical properties. |
Inventory
shielding rune (absorb 159 for 4 turns) shielding rune (absorb 159 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 159 damage for 4 turns. 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. |
savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +7 Spell save: +6 Mental save: +7 Amulets can have magical properties. |
Mayadawyn MayadawynPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 12 arcane Damage when the wearer is hit: 20 temporal Rings can have magical properties. |
gladiator's gold ring of perseverance gladiator's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +7 Con Stun/Freeze immunity: +25% Life regen: +1.50 Rings can have magical properties. |
huntsman's stralite battleaxe of amnesia (42.5-63.75 power, 3 apr) huntsman's stralite battleaxe of amnesia (42.5-63.75 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +9 nature Damage against: +6% Animal When wielded/worn: Damage when the wearer is hit: 17 mind Massive two-handed battleaxes. |
stralite battleaxe of projection (46-69 power, 3 apr) stralite battleaxe of projection (46-69 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage when this weapon hits: +8 mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
acidic dwarven-steel greatmaul (39.5-59.25 power, 2 apr) acidic dwarven-steel greatmaul (39.5-59.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +10 acid Massive two-handed maul. |
dwarven-steel greatmaul (41.5-62.25 power, 2 apr) dwarven-steel greatmaul (41.5-62.25 power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Massive two-handed maul. |
flaming dwarven-steel greatmaul of shearing (42.5-63.75 power, 2 apr) flaming dwarven-steel greatmaul of shearing (42.5-63.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% physical Changes damage: +8% physical Massive two-handed maul. |
insidious dwarven-steel greatmaul of crippling (40.5-60.75 power, 2 apr) insidious dwarven-steel greatmaul of crippling (40.5-60.75 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +26 insidious poison When wielded/worn: Physical crit. chance: +9.0% Massive two-handed maul. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +5 temporal When wielded/worn: Changes damage: -5% physical / +5% temporal Defense after a teleport: +10 Resist all after a teleport: +5% Effect duration reduction after a teleport: +15% Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
thick staff thick staffRequires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. |
heavy gloves heavy glovesCrafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 |
silver-runed hat silver-runed hatPowered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 It is part of a set of items. |
huge shield huge shieldRequires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 |
149 alchemist agate 149 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. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 emerald 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 Gems can be sold for money or used in arcane rituals. |
jade jade0.00 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 Gems can be sold for money or used in arcane rituals. |
Dawnrock DawnrockInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes damage: +12% light Mental save: +12 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of illusion watchleader's alchemist's lamp of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 Physical save: +7 Spell save: +7 Mental save: +11 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
burning jewel burning jewelPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Orange the Dwarf Berserker level 14
9th Loss 122nd year of Ascendancy at 07:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Orange the Dwarf Berserker level 8
1st Profit 122nd year of Ascendancy at 12:32 see stats
Exterminator
Killed 1000 creatures.By Orange the Dwarf Berserker level 17
18th Shortage 122nd year of Ascendancy at 11:46 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Orange the Dwarf Berserker level 18
27th Profit 123rd year of Ascendancy at 22:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Orange the Dwarf Berserker level 21
14th Dearth 123rd year of Ascendancy at 13:40 see stats
Level 10
Got a character to level 10.By Orange the Dwarf Berserker level 10
24th Profit 122nd year of Ascendancy at 16:40 see stats
Level 20
Got a character to level 20.By Orange the Dwarf Berserker level 20
9th Wealth 123rd year of Ascendancy at 02:31 see stats
Poisonous
Sided with the assassin lord.By Orange the Dwarf Berserker level 10
31st Profit 122nd year of Ascendancy at 18:38 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Orange the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 13:13 see stats
The Arena
Unlocked Arena mode.By Orange the Dwarf Berserker level 10
28th Profit 122nd year of Ascendancy at 03:31 see stats
The secret city
Discovered the truth about mages.By Orange the Dwarf Berserker level 18
19th Profit 123rd year of Ascendancy at 00:12 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Orange the Dwarf Berserker level 19
35th Profit 123rd year of Ascendancy at 22:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Orange the Dwarf Berserker level 13
31st Dearth 122nd year of Ascendancy at 16:23 see stats
Log
Orange is on fire!
Salewyn the skeleton master archer hits Orange for 78 fire damage.
Salewyn the skeleton master archer hits Orange for 88 fire damage.
Salewyn the skeleton master archer hits Orange for 26 fire damage.
Orange casts Rune: Shielding.
A shield forms around Orange.
Orange uses Resilience of the Dwarves.
Orange's skin turns to stone.
Orange tries to evade attacks.
Salewyn the skeleton master archer casts Fire Storm.
Salewyn the skeleton master archer hits Orange for 0 fire, 0 fire damage (total 0.00).
Your shield crumbles under the damage!
The shield around Orange crumbles.
Salewyn the skeleton master archer hits Orange for 12 fire damage.
Orange is confused and fails to use Rush.
Salewyn the skeleton master archer casts Channel Staff.
Salewyn the skeleton master archer hits Orange for 132 light damage.
Orange is recovering from the damage!
Salewyn the skeleton master archer hits Orange for 88 fire, 88 fire damage (total 175.88).
Salewyn the skeleton master archer hits Orange for 26 fire damage.
Orange uses Infusion: Regeneration.
Orange starts regenerating health quickly.
Salewyn the skeleton master archer casts Channel Staff.
Salewyn the skeleton master archer hits Orange for 154 light damage.
Saving done.
Saving done.
Saving game...
