Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Auto-Transmo Gems 1.0.3 Inventory Show All Tabs By Default 1.0.4 Items Vault 1.0.3 Inventory Sort Order 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 31 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 13 on the 29th Profit 122nd year of Ascendancy at 18:54 0 / 8Killed by devourer at level 14 on the 30th Profit 122nd year of Ascendancy at 08:31 Killed by skeleton mage at level 20 on the 3rd Iron 123rd year of Ascendancy at 19:53 Killed by Polibeth the skeleton warrior at level 22 on the 39th Steel 123rd year of Ascendancy at 11:58 Killed by orc soldier at level 23 on the 3rd Gold 123rd year of Ascendancy at 19:16 Killed by vampire lord at level 26 on the 33rd Stralite 123rd year of Ascendancy at 05:33 Killed by orc necromancer at level 31 on the 6th Profit 123rd year of Ascendancy at 07:01 Killed by skeleton mage at level 31 on the 44th Profit 123rd year of Ascendancy at 22:03 |
Primary Stats
| Strength | 93 (base 60) |
| Dexterity | 22 (base 11) |
| Constitution | 87 (base 58) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 16 (base 16) |
Resources
| Life | -5/1336 |
| Mana | 0/330 |
| Stamina | 111/238 |
| Healing Factor | 1.9448583371144 |
| Regeneration | 39.714007243875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 203 |
| Accuracy | 47 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.2 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Physical | +25% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 91.6 (95%) |
| Defense | 18.2 |
| Ranged Defense | 18.2 |
| Fatigue | 25 |
| Physical Save | 62.85 |
| Spell Save | 43.966666666667 |
| Mental Save | 37.8 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 52%( 70%) |
| Cold | + 58%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 26%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 55% |
| Stun Resistance | 100% |
| Pinning Resistance | 56% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 450 life. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 113 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 41.29 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| beneficial effect | The target is recovering 15 life each turn and its healing modifier has been increased by 35%. Recovery |
| detrimental effect | The target takes 25% more damage from necrotic minions. Rigor Mortis |
| beneficial effect | The target's skin turns to stone, granting 22 armour, 27 physical save and 27 spell save. Dwarven Resilience |
| beneficial effect | Reduces physical damage received by 42%. Earthen Barrier |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost anorithil from death by degenerated skeleton warrior. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost warrior from death by skeleton mage. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by white crystal. Escort: repented thief (level 2 of Old Forest) | failed |
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 Magic 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 135. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed red crystal shard. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed pouch of luminous horror dust. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed black mamba head. * You've found the needed sandworm tooth. | 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! | done |
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 within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 drakeskin leather boots 'Tulaleg' (0 def, 5 armour) pair of drakeskin leather boots 'Tulaleg' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +1 Dex / +2 Con Changes resistances: +1% physical / +13% lightning / +13% temporal Changes resistances penetration: +10% temporal Changes damage: +15% physical Physical save: +11 Mental save: +15 Maximum life: +10.00 Maximum stamina: +5.00 It can be used to activate talent Heave, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The knockback chance increases with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | leafwalker's hardened leather cap of might (0 def, 3 armour) leafwalker's hardened leather cap of might (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +7% nature Spell save: +5 Maximum life: +66.00 Healing mod.: +14% A cap made of leather. |
| 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 | gladiator's gold ring of warding gladiator's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +6 Str / +4 Con Changes resistances: +13% fire / +10% cold / +12% lightning / +13% acid Rings can have magical properties. |
| On fingers | gold ring 'Bethuyathra' gold ring 'Bethuyathra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con / +3 Wil Damage when the wearer is hit: 8 arcane Changes damage: +6% blight Spell save: +8 Disarm immunity: +55% Pinning immunity: +56% Knockback immunity: +57% Maximum stamina: +18.00 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 Changes stats: +9 Dex / +9 Con Changes damage: +10% physical Stun/Freeze immunity: +100% Knockback immunity: +100% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
| On hands | heroic hardened leather gloves of strength (+4) (0 def, 7 armour) heroic hardened leather gloves of strength (+4) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 Armour: +7 Changes stats: +4 Str Mental save: +7 Maximum life: +51.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | fortifying stralite plate armour of implacability (7 def, 19 armour) fortifying stralite plate armour of implacability (7 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 Fatigue: +17% Changes stats: +4 Str / +5 Con Physical save: +9 Maximum life: +66.00 A suit of armour made of metal plates. |
| Cloak | thick linen cloak of resilience (1 def, 5 armour) thick linen cloak of resilience (1 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Layena the steel amulet Layena the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +3 Dex Damage when the wearer is hit: 16 blight Changes resistances: +10% cold / +12% fire Healing mod.: +5% Defense after a teleport: +5 Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 692 over 5 turns) regeneration infusion of the titan (heal 692 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 692 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (13 nature damage, 24% healing reduction)insidious poison infusion (13 nature damage, 24% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 12.86 nature damage per turns for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (230.00 temporal damage, removed from time 4 turns) Rune of the Rift (230.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 230.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
shielding rune of the warrior (absorb 462 for 5 turns) shielding rune of the warrior (absorb 462 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Golden Three-Edged Sword 'The Truth' (40-64 power, 1 apr) Golden Three-Edged Sword 'The Truth' (40-64 power, 1 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: 9% chance to stun or confuse the target Damage when this weapon hits: +40 darkness / +40 light The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% blight Mana each turn: +0.12 Maximum mana: +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
125 alchemist agate 125 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. |
scorching alchemist's lamp of the sun scorching alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +8% darkness Changes damage: +7% light Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 10.29 light damage within radius 4. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 53.70 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being seperated from its owner. It also snuffs out any light source that comes near it. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +4% physical Changes damage: +3% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 8 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 46 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Bruenor the Dwarf Berserker level 27
36th Stralite 123rd year of Ascendancy at 22:14 see stats
Against all odds
Killed Ukruk in the ambush.By Bruenor the Dwarf Berserker level 26
33rd Stralite 123rd year of Ascendancy at 20:33 see stats
Arachnophobia
Destroyed the spydric menace.By Bruenor the Dwarf Berserker level 31
1st Profit 123rd year of Ascendancy at 09:02 see stats
Brave new world
Went to the Far East and took part in the war.By Bruenor the Dwarf Berserker level 30
30th Voratun 123rd year of Ascendancy at 23:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bruenor the Dwarf Berserker level 7
29th Voratun 122nd year of Ascendancy at 20:51 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Bruenor the Dwarf Berserker level 29
11st Voratun 123rd year of Ascendancy at 18:23 see stats
Exterminator
Killed 1000 creatures.By Bruenor the Dwarf Berserker level 17
6th Dearth 122nd year of Ascendancy at 11:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bruenor the Dwarf Berserker level 20
5th Iron 123rd year of Ascendancy at 09:23 see stats
Fear me not!
Survived the Fearscape!By Bruenor the Dwarf Berserker level 29
10th Voratun 123rd year of Ascendancy at 16:22 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bruenor the Dwarf Berserker level 20
43rd Dearth 122nd year of Ascendancy at 16:27 see stats
Level 10
Got a character to level 10.By Bruenor the Dwarf Berserker level 10
12nd Profit 122nd year of Ascendancy at 17:43 see stats
Level 20
Got a character to level 20.By Bruenor the Dwarf Berserker level 20
43rd Dearth 122nd year of Ascendancy at 08:10 see stats
Level 30
Got a character to level 30.By Bruenor the Dwarf Berserker level 30
11st Voratun 123rd year of Ascendancy at 18:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bruenor the Dwarf Berserker level 24
16th Gold 123rd year of Ascendancy at 01:20 see stats
Size matters
Did over 600 damage in one attack.By Bruenor the Dwarf Berserker level 24
29th Stralite 123rd year of Ascendancy at 05:51 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Bruenor the Dwarf Berserker level 30
11st Voratun 123rd year of Ascendancy at 20:03 see stats
The Arena
Unlocked Arena mode.By Bruenor the Dwarf Berserker level 7
5th Profit 122nd year of Ascendancy at 08:17 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Bruenor the Dwarf Berserker level 20
3rd Iron 123rd year of Ascendancy at 20:35 see stats
The secret city
Discovered the truth about mages.By Bruenor the Dwarf Berserker level 16
17th Wealth 122nd year of Ascendancy at 23:10 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Bruenor the Dwarf Berserker level 17
6th Dearth 122nd year of Ascendancy at 10:33 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bruenor the Dwarf Berserker level 29
9th Voratun 123rd year of Ascendancy at 17:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bruenor the Dwarf Berserker level 15
37th Profit 122nd year of Ascendancy at 15:02 see stats
Unstoppable
Returned from the dead.By Bruenor the Dwarf Berserker level 31
6th Profit 123rd year of Ascendancy at 07:01 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Bruenor the Dwarf Berserker level 25
31st Stralite 123rd year of Ascendancy at 17:38 see stats
Log
Talent Stunning Blow is ready to use.
Bruenor feels pain again.
Skeleton mage hits Bruenor for 36 fire damage.
Orc necromancer misses Bruenor.
Orc soldier calms down.
Bruenor uses Stunning Blow.
Skeleton archer is stunned!
Bruenor hits skeleton archer for 509 physical damage.
Bruenor killed skeleton archer!
Skeleton mage casts Flame.
Bruenor hits skeleton mage for 8 arcane, 35 blight damage (total 42.10).
Skeleton mage hits Bruenor for 77 fire damage.
Skeleton mage hits Bruenor for 3 lightning damage.
Talent Death Dance is ready to use.
Skeleton mage hits Bruenor for 39 fire damage.
Orc necromancer is no longer invisible.
Orc necromancer casts Invoke Darkness.
Orc soldier stops regenerating health quickly.
Orc necromancer casts Invoke Darkness.
Orc necromancer hits Bruenor for 178 darkness damage.
Orc necromancer hits Bruenor for 162 darkness damage.
Bruenor casts Rune: Teleportation.
Skeleton warrior uses Stunning Blow.
Bruenor resists the stunning blow!
Skeleton mage casts Manathrust.
Saving done.
Saving done.
Saving game...
