











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 | 26 / 18% |
| Size | huge |
| Lifes / Deaths | Killed by cold drake hatchling at level 7 on the 21st Profit 122nd year of Ascendancy at 03:03 0 / 7Killed by Chronolith Twin at level 16 on the 4th Shortage 122nd year of Ascendancy at 03:06 Killed by Urkis, the High Tempest at level 19 on the 24th Iron 123rd year of Ascendancy at 19:23 Killed by Elilaith the Guardian at level 24 on the 15th Gold 123rd year of Ascendancy at 14:49 Killed by orc blood mage at level 25 on the 16th Gold 123rd year of Ascendancy at 02:54 Killed by Ce'Numina the elven cultist at level 26 on the 3rd Stralite 123rd year of Ascendancy at 20:30 Killed by Mayorin the elven corruptor at level 26 on the 3rd Stralite 123rd year of Ascendancy at 20:39 |
| Antimagic | Follower |
Primary Stats
| Strength | 120 (base 54) |
| Dexterity | 16 (base 13) |
| Constitution | 67 (base 53) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -119/964 |
| Stamina | 270/270 |
| Healing Factor | 1.4635014349578 |
| Regeneration | 7.6999154474733 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 185 |
| Accuracy | 42 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Light | +18% |
| Mind | +14% |
| Cold | +8% |
| Physical | +20% |
| Fire | +23% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +30% |
| Light | +5% |
| Blight | +5% |
| Arcane | +20% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 64.084537089062 (100%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 54 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 22%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 51%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Bleed Resistance | 20% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
Inscriptions (3/3)
| 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 511 life over 5 turns. Its effects scale with your Strength stat. |
| 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 mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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 285 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost defiler from death by Jon. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | 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 within1 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 | Sunwind (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +2 Str / +2 Dex / +2 Mag / +5 Cun / +3 Con Changes resistances: +8% acid / +15% fire / +7% lightning / +6% cold Changes damage: +3% fire Physical save: +14 (+5 eff.) Mental save: +10 (+4 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Erelarand the dwarven-steel helm (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +5 Str / +2 Mag / +6 Wil Vim when firing critical spell: +2.00 Maximum stamina: +30.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 430.3 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Dimbraid [power 5] (19/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +1 Cun Changes resistances penetration: +10% darkness Changes damage: +6% fire Equilibrium when hit: +0.04 Psi when hit: +0.04 Mental crit. chance: +4% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Zubymira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +25 (+10 eff.) Changes stats: +3 Dex Changes resistances: +3% mind / +9% darkness Changes resistances penetration: +5% blight Pinning immunity: +20% Damage Shield penetration: +10% Rings make your fingers look great! |
| On fingers | NeregassraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes damage: +12% mind Mental save: +17 (+6 eff.) Confusion immunity: +22% Hate when firing a critical mind attack: +4.00 Rings make your fingers look great! |
| Around waist | ToreyalinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +2 Str Changes resistances: +12% acid Changes damage: +18% physical Spell save: +11 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Salyta (72-107 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 71.5 - 107.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 41% When wielded/worn: Armour: +4 Changes stats: +2 Cun / +2 Con Changes resistances: +12% acid Maximum stamina: +20.00 Massive two-handed battleaxes. |
| On hands | dwarven-steel gauntlets 'Fulyrehor' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +1% physical Changes resistances penetration: +20% arcane Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+2 eff.) Cut immunity: +20% Disarm immunity: +21% Equilibrium when hit: +0.04 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 | Uredig the Sleetwrack (10 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+5 eff.) Fatigue: +22% Changes resistances: +3% nature / +21% fire Changes resistances penetration: +10% cold Changes damage: +6% cold Pinning immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates. |
| Cloak | Blazebane (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +3% lightning / +11% fire / +11% light Changes resistances penetration: +5% light Changes damage: +15% lightning / +12% fire Stealth bonus: +7 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Deepsbreacher'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 8 light Changes stats: +3 Con Changes resistances penetration: +20% darkness Changes damage: +6% light Light radius: +3 Amulets make your neck look great! |
Inventory
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
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. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 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. |
6 lapis lazuli0.00 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. |
12 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. |
12 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. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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 PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
18 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. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
4 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Jon the Dwarf Berserker level 19
20th Iron 123rd year of Ascendancy at 16:45 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Jon the Dwarf Berserker level 24
10th Gold 123rd year of Ascendancy at 06:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Jon the Dwarf Berserker level 6
2nd Profit 122nd year of Ascendancy at 16:16 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Jon the Dwarf Berserker level 26
24th Gold 123rd year of Ascendancy at 01:39 see stats
Exterminator
Killed 1000 creatures.By Jon the Dwarf Berserker level 20
25th Iron 123rd year of Ascendancy at 17:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jon the Dwarf Berserker level 20
29th Iron 123rd year of Ascendancy at 20:02 see stats
Level 10
Got a character to level 10.By Jon the Dwarf Berserker level 10
29th Profit 122nd year of Ascendancy at 20:19 see stats
Level 20
Got a character to level 20.By Jon the Dwarf Berserker level 20
24th Iron 123rd year of Ascendancy at 20:21 see stats
Size matters
Did over 600 damage in one attack.By Jon the Dwarf Berserker level 23
8th Gold 123rd year of Ascendancy at 18:57 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Jon the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 13:40 see stats
The Arena
Unlocked Arena mode.By Jon the Dwarf Berserker level 10
31st Profit 122nd year of Ascendancy at 03:12 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jon the Dwarf Berserker level 19
9th Iron 123rd year of Ascendancy at 16:09 see stats
The secret city
Discovered the truth about mages.By Jon the Dwarf Berserker level 19
3rd Iron 123rd year of Ascendancy at 09:05 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Jon the Dwarf Berserker level 19
8th Iron 123rd year of Ascendancy at 23:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Jon the Dwarf Berserker level 25
17th Gold 123rd year of Ascendancy at 02:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Jon the Dwarf Berserker level 19
3rd Iron 123rd year of Ascendancy at 00:42 see stats
Log
Elven cultist casts Drain.
Jon hits Elven cultist for 218 physical, 16 light (234 total damage).
Deadly Poison from Mayorin the elven corruptor hits Jon for 18 nature damage.
Elven cultist hits Jon for 118 blight damage.
Elven cultist activates his wand!
A shield forms around elven cultist.
A shield forms around Ce'Numina the elven cultist.
Mayorin the elven corruptor casts Blood Grasp.
Elven cultist receives 39 healing.
Mayorin the elven corruptor receives 13 healing from Mayorin the elven corruptor's Blood Grasp.
Mayorin the elven corruptor's Blood Grasp hits Jon for 64 blight damage.
Ce'Numina the elven cultist casts Soul Rot.
Ce'Numina the elven cultist's spell attains critical power!
The shield around Ce'Numina the elven cultist crumbles.
Reality smears around Ce'Numina the elven cultist.
Ce'Numina the elven cultist shrugs off the effect 'Numbing Darkness'!
Ce'Numina the elven cultist shrugs off the effect 'Confused'!
Elven cultist casts Drain.
Jon is afflicted by a weakness disease!
Ce'Numina the elven cultist converts damage to paradox!
Weakness Disease from Ce'Numina the elven cultist hits Jon for 28 blight damage.
Ce'Numina the elven cultist's Soul Rot hits Jon for 253 blight damage.
Jon hits Ce'Numina the elven cultist for (19 dissipated), (254 absorbed), (31 converted), 72 physical, (4 dissipated), (3 converted), 7 light (79 total damage).
Jon hits Elven cultist for 16 light damage.
Elven cultist hits Jon for 89 blight damage.
Deadly Poison from Mayorin the elven corruptor hits Jon for 18 nature damage.
Mayorin the elven corruptor casts Bone Spear.
Mayorin the elven corruptor hits Jon for 130 physical damage.
Jon the level 26 dwarf berserker was mutilated to death by Mayorin the elven corruptor on level 1 of Dark crypt.










































































