












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 | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 22 / 92% |
| Size | big |
| Lifes / Deaths | Killed by Rantha the Abomination at level 15 on the 18th Dearth 122nd year of Ascendancy at 03:19 0 / 7Killed by Chronolith Twin at level 16 on the 18th Dearth 122nd year of Ascendancy at 12:55 Killed by Chronolith Twin at level 16 on the 18th Dearth 122nd year of Ascendancy at 13:39 Killed by greater gwelgoroth at level 17 on the 40th Dearth 122nd year of Ascendancy at 17:45 Killed by Drur the halfling at level 22 on the 39th Steel 123rd year of Ascendancy at 14:50 Killed by Vorolrakira the cutpurse at level 22 on the 3rd Stralite 123rd year of Ascendancy at 00:41 Killed by Yvatira the Guardian at level 22 on the 3rd Stralite 123rd year of Ascendancy at 01:15 |
Primary Stats
| Strength | 58 (base 51) |
| Dexterity | 17 (base 16) |
| Constitution | 49 (base 38) |
| Magic | 8 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -176/821 |
| Stamina | 89/216 |
| Healing Factor | 1.2732873839944 |
| Regeneration | 14.85614036732 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
| See Stealth | 17 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 42 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +8% |
| Lightning | +8% |
| Nature | +8% |
| Temporal | +5% |
| Blight | +5% |
| Acid | +17% |
| Fire | +15% |
| All | +2% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +10% |
| Fire | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 41.723073231957 (96.438666929426%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 25 |
| Physical Save | 48 |
| Spell Save | 33 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 22%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 24%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Silence Resistance | 20% |
| Poison Resistance | 25% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.50 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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. * '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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 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 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 | Abysswish (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +3% lightning / +12% fire Changes resistances penetration: +10% fire Spellpower: +4 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots 'Velomina' (18/18, 22-27 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +200% Damage (Ranged): +7 physical Damage (radius 1) on hit: +4 acid When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
| Light source | SerpentvalorInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +3% nature Changes damage: +15% acid / +6% nature Mental save: +8 (+4 eff.) Mindpower: +5 (+2 eff.) Light radius: +4 See stealth: +7 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Scabrace the rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 43% Changes resistances penetration: +5% cold Physical save: +9 (+3 eff.) Blindness immunity: +10% Infravision radius: +2 A cap made of leather. |
| Tool | dwarven-steel pickaxe 'Umbragasher' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+4 eff.) Changes stats: +2 Str Changes resistances penetration: +10% darkness Only die when reaching: -40.00 life Maximum life: +25.00 Maximum stamina: +20.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | LayubethInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% temporal Physical save: +6 (+2 eff.) Life regen: +4.00 Only die when reaching: -20.00 life Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | Relgehor the gold ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +13% blight / +26% fire / +15% nature Changes damage: +13% fire Poison immunity: +25% Disease immunity: +29% Silence immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +20% Rings make your fingers look great! |
| Around waist | Ce'Nidhegatha the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes resistances penetration: +5% blight Changes damage: +3% blight / +3% temporal Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Lightningmonster (39-58 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 17% Damage (Melee): +8 acid Damage (radius 1) on hit: +12 acid When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% lightning Changes damage: +6% lightning Massive two-handed mauls. |
| On hands | Raincrypt (20 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Defense: +20 (+8 eff.) Changes stats: +2 Dex Changes resistances: +1% physical Changes damage: +6% cold Mental save: +3 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Loamwinter (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 4 nature Changes stats: +1 Dex Changes resistances: +17% temporal / +5% arcane / +6% nature Reduces incoming crit damage: 10.00% See invisible: +3 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Yvisetta' (17 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +17 (+7 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Str Changes resistances: +9% lightning / +15% cold / +6% light Physical save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level.marksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings make your fingers look great! |
steel greatsword 'Haluruintir' (24-38 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +2 Str / +1 Mag / +3 Wil Disarm immunity: +29% Light radius: +2 Massive two-handed swords. |
MurkhuntRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 7 Damage (radius 1) on hit: +20 darkness When wielded/worn: Changes stats: +4 Str / +3 Mag / +7 Cun Changes damage: +7% arcane Spellpower: +7 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Hellwaker the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 fire Changes resistances: +12% fire Changes resistances penetration: +10% blight / +10% fire / +5% arcane Changes damage: +9% arcane Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.aegis cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% lightning / +4% temporal / +3% light / +4% fire / +4% nature / +4% acid / +4% blight / +4% cold / +4% darkness Life regen: +2.20 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
impenetrable iron plate armour of lightning resistance (0 def, 12 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Fatigue: +22% Changes resistances: +17% lightning A suit of armour made of metal plates. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
73 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
Drebar the Morningdash [power 410] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +6% nature Light radius: +1 It can be used to blast the opponent's mind dealing 418 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 81. * Gain a 10% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Catch that Plumpkin!
Finish the Plumpkin event.By Barabus the Dwarf Berserker level 22
21st Steel 123rd year of Ascendancy at 17:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Barabus the Dwarf Berserker level 8
27th Voratun 122nd year of Ascendancy at 01:34 see stats
Exterminator
Killed 1000 creatures.By Barabus the Dwarf Berserker level 18
12nd Loss 122nd year of Ascendancy at 02:50 see stats
Level 10
Got a character to level 10.By Barabus the Dwarf Berserker level 10
13rd Wealth 122nd year of Ascendancy at 15:19 see stats
Level 20
Got a character to level 20.By Barabus the Dwarf Berserker level 20
22nd Loss 122nd year of Ascendancy at 22:39 see stats
Poisonous
Sided with the assassin lord.By Barabus the Dwarf Berserker level 21
11st Iron 123rd year of Ascendancy at 07:23 see stats
Size matters
Did over 600 damage in one attack.By Barabus the Dwarf Berserker level 20
23rd Loss 122nd year of Ascendancy at 19:08 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Barabus the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 02:34 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Barabus the Dwarf Berserker level 22
21st Gold 123rd year of Ascendancy at 17:37 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Barabus the Dwarf Berserker level 22
20th Gold 123rd year of Ascendancy at 18:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Barabus the Dwarf Berserker level 17
37th Dearth 122nd year of Ascendancy at 07:55 see stats
Unstoppable
Returned from the dead.By Barabus the Dwarf Berserker level 22
3rd Stralite 123rd year of Ascendancy at 00:41 see stats
Log
Melee retaliation hits Barabus for 3 cold damage.
Barabus hits Yvatira the Guardian for (114 blocked), 0 physical, (9 blocked), 0 acid, 5 mind, (14 blocked), 0 acid (5 total damage).
Barabus hits Slimy ooze for 10 acid damage.
Barabus hits Banshee for 9 acid damage.
Barabus hits Vorolrakira the cutpurse for 14 acid damage.
Yvatira the Guardian uses Bleeding Edge.
Barabus is cut deeply.
Yvatira the Guardian hits Barabus for 189 physical, 14 cold (203 total damage).
Melee retaliation hits Yvatira the Guardian for 5 acid, 2 physical, 4 blight, 4 nature (15 total damage).
Vorolrakira the cutpurse is no longer evading attacks.
Vorolrakira the cutpurse uses Kneecapper.
Barabus shrugs off the effect 'Slow movement'!
Barabus shrugs off the effect 'Pinned to the ground'!
Barabus resists the knockback!
Vorolrakira the cutpurse's Kneecapper hits Barabus for 82 physical, 4 physical, 4 fire, 90 physical (180 total damage).
Yvatira the Guardian shrieks.
Talent Infusion: Regeneration is ready to use.
Deep Wound from Yvatira the Guardian hits Barabus for 51 physical damage.
Bleeding from Vorolrakira the cutpurse hits Barabus for 0 physical damage.
Barabus uses Infusion: Regeneration.
Barabus starts regenerating health quickly.
Yvatira the Guardian uses Shield Pummel.
Barabus resists the shield bash!
Yvatira the Guardian hits Barabus for 16 physical, 22 cold, 18 physical, 22 cold (77 total damage).
Melee retaliation hits Yvatira the Guardian for 4 acid, 2 physical, 4 blight, 3 nature, 4 acid, 2 physical, 4 blight, 3 nature (25 total damage).
Barabus the level 22 dwarf berserker was iced to death by Yvatira the Guardian on level 1 of Ruined Dungeon.
Yvatira the Guardian prepares for the next kill!
Barabus's rage subsides!
Barabus no longer revels in blood quite so much.












































































