












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Stone Warden | 
| Level / Exp | 22 / 10% | 
| Size | medium | 
| Lifes / Deaths | Killed by Cyredavena the large white snake at level 12 on the 2nd Profit 122nd year of Ascendancy at 01:300 / 6 Killed by The Withering Thing at level 16 on the 12nd Profit 122nd year of Ascendancy at 17:33 Killed by Bethiyalaith the assassin at level 20 on the 4th Dearth 122nd year of Ascendancy at 04:55 Killed by Polissra the sandworm at level 21 on the 16th Loss 122nd year of Ascendancy at 23:42 Killed by Braletik at level 22 on the 17th Loss 122nd year of Ascendancy at 14:13 Killed by Braletik at level 22 on the 17th Loss 122nd year of Ascendancy at 15:27 | 
Primary Stats
| Strength | 41 (base 23) | 
| Dexterity | 16 (base 10) | 
| Constitution | 20 (base 10) | 
| Magic | 46 (base 46) | 
| Willpower | 47 (base 36) | 
| Cunning | 16 (base 10) | 
Resources
| Life | 767/767 | 
| Mana | 361/411 | 
| Equilibrium | 30 | 
| Healing Factor | 1.3070588855781 | 
| Regeneration | 4.2479413781288 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -58.333333333333% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 8 | 
Offense: Mainhand
| Damage | 50 | 
| Accuracy | 49 | 
| Crit Chance | 5% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 27 | 
| Accuracy | 49 | 
| Crit Chance | 5% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 35 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +11% | 
| Light | +10% | 
| Physical | +4% | 
| Nature | +6% | 
| Arcane | +3% | 
| Fire | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +5% | 
| Physical | +15% | 
| Fire | +10% | 
| Nature | +30% | 
Defense: Base
| Armour (hardiness) | 39.413408721348 (65.897138898113%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 16 | 
| Physical Save | 44 | 
| Spell Save | 46 | 
| Mental Save | 46 | 
Defense: Resistances
| Acid | + 26%( 70%) | 
| Blight | + 18%( 70%) | 
| Physical | + 12%( 70%) | 
| Cold | + 34%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 32%( 70%) | 
| Light | + 33%( 70%) | 
| Lightning | + 3%( 70%) | 
| Mind | + 19%( 70%) | 
| Nature | + 12%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Confusion Resistance | 26% | 
| Pinning Resistance | 24% | 
| Disarm Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 24% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 232 life over 5 turns. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 950% for 10 turns (0 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Eldritch shield | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| Spell / Earth | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Eldritch stone | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Earthen power | 1.30 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Earthen vines | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You failed to protect the lost defiler from death by Xerema the devourer.Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed | 
| 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 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 devours Maybe 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 treasure It 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 darkness The 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 Alchemists Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact 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.' * You've found the needed ritch stinger. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within | 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 |  Pyrewild the pair of iron boots (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances penetration: +10% fire Mental save: +9 (+3 eff.) Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Spellpower: +4 (+2 eff.) 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 Phial Infused 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.(104 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Greenwinter (0 def, 3 armour) =waterbreathe= Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold / +3% light / +6% nature Changes resistances penetration: +10% nature Changes damage: +3% fire Allows you to breathe in: water Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  Growthtrial (0 def, 9 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +9 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +2 Str / +3 Con Changes resistances penetration: +10% nature / +15% physical Changes damage: +4% physical 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. | 
| Tool |  iron torque of clear mind [power 1]  (25 cooldown) =charm= Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  steel ring 'Poxspawner' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Dex / +5 Cun / +4 Con Changes resistances: +3% nature / +12% cold Changes resistances penetration: +5% cold Changes damage: +6% nature Physical save: +8 (+2 eff.) Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +24% Maximum life: +23.00 Rings make your fingers look great! | 
| On fingers |  Xerawyn the steel ring Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun / +2 Str Changes resistances: +22% darkness Changes damage: +11% darkness / +3% arcane Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +26% Rings make your fingers look great! | 
| Around neck |  Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. | 
| In main hand |  Zubevea the steel shield (0 def, 4 armour, 101% power, 42.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +13 physical When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) Changes stats: +4 Str / +3 Dex / +2 Mag / +5 Wil Changes resistances: +12% physical Talent granted: +1 Block Infravision radius: +2 Slows Projectiles: +14% Bonus block near projectiles: +20 Handheld deflection devices. | 
| Around waist |  Hettyfang Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Str Changes resistances: +9% acid Reduces incoming crit damage: 15.00% Maximum life: +48.00 Infravision radius: +3 A belt that goes around your waist. | 
| In off hand |  steel shield 'Gyma' (0 def, 4 armour, 110% power, 37.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (radius 1) on hit: +12 mind When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +1 Wil Changes resistances: +17% acid / +17% cold / +13% mind Talent granted: +1 Block Infravision radius: +3 Handheld deflection devices. | 
| Cloak |  Cyruriann the Filthbile (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +3% lightning / +3% nature / +6% mind Changes resistances penetration: +10% nature Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +18% blight / +10% darkness Life regen: +3.00 Maximum life: +43.00 Light radius: +1 Healing mod.: +12% A suit of armour made of mail. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. heroism infusion of the duelist (die at -167; dur 5; cd 32) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -167 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 167 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 nature talent. | 
|  This item will automatically be transmogrified when you leave the level. shielding rune of the duelist (absorb 140; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 4 turns. Its effects scale with your Dexterity 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 spell talent. | 
|  This item will automatically be transmogrified when you leave the level. grounding gold amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +40% Stun/Freeze immunity: +20% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 151 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. void walker's yew vilestaff of might (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% darkness / +7% temporal Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +11% Defense after a teleport: +9 Resist all after a teleport: +7% New effects duration reduction after a teleport: +8% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel greatmaul of crippling (153% power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +16% physical Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. balanced steel dagger of massacre (116% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+4 eff.) Disarm immunity: +20% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel dagger of evisceration (120% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +8% physical Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. harmonious thorny mindstar of flames (97% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 fire Changes resistances: +4% nature / +7% fire Changes resistances penetration: +4% nature / +9% fire Changes damage: +4% nature / +4% fire Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  This item will automatically be transmogrified when you leave the level. thorny mindstar of frost (91% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Damage (Melee): 4 cold Changes resistances: +6% cold Changes resistances penetration: +7% cold Changes damage: +7% cold Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  This item will automatically be transmogrified when you leave the level. thought-forged steel steamsaw of rage (111% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 111% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): +7 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +3 Str / +2 Cun / +2 Wil Changes damage: +7% physical Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  This item will automatically be transmogrified when you leave the level. shocking dwarven-steel steamsaw of purity (117% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 117% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 10 lightning Damage when hit (Melee): 4 lightning Changes resistances: +15% nature / +13% blight Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  This item will automatically be transmogrified when you leave the level. Xanerin the Stormhacker Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +12 nature / +16 cold Damage (radius 1) on hit: +8 lightning When wielded/worn: Effects on ranged hit: * 20% chance to slow global speed by 46% Changes stats: +6 Dex Changes resistances: +6% lightning Changes resistances penetration: +11% physical Changes damage: +15% lightning Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. throat-seeking hardened leather sling of piercing Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +8 nature When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% nature / +7% all Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. duelist's hardened leather armour of lightning resistance (12 def, 10 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Dex Changes resistances: +15% lightning A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather armour of command (16 def, 11 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +16 (+8 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +12 (+4 eff.) A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +6% mind Mental save: +15 (+5 eff.) A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. Glitterlace the hardened leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag / +4 Wil / +4 Cun Physical save: +8 (+2 eff.) Mindpower: +5 (+3 eff.) Light radius: +3 Infravision radius: +2 A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Mag Maximum encumbrance: +20 Mana each turn: +0.12 Maximum mana: +25.00 A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of protection (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +5 (+2 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. pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Eilinurikira' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Lck / +5 Dex Changes resistances: +3% darkness / +6% nature / +16% cold / +3% mind / +17% fire Stealth bonus: +8 Silence immunity: +20% Healing mod.: +10% A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +4 Wil Physical save: +10 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +5 (+2 eff.) Stamina each turn: +0.50 Maximum stamina: +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. brawler's dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Changes stats: +3 Str / +6 Dex / +7 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Tooth of the Mouth (dig speed 12 turns) =dig= 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. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Annulment (1/1) =charm= Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  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. | 
|  Branygozor [power 105]  (15 cooldown) =charm= Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Critical mult.: +5.00% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 109 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Burnidol the iron torque of mindblast [power 100]  (15 cooldown) =charm= Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes resistances: +15% fire Changes resistances penetration: +15% fire It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  powerful elm totem of thorny skin [power 16]  (20 cooldown) =charm= Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  This item will automatically be transmogrified when you leave the level. piercing yew wand of shielding [power 290] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Braletik the Dwarf Stone Warden level 10
29th Voratun 122nd year of Ascendancy at 11:27 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Braletik the Dwarf Stone Warden level 20
34th Profit 122nd year of Ascendancy at 07:09 see stats
 Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Adventure) difficulty)
			Sided with the assassin lord.By Braletik the Dwarf Stone Warden level 20
4th Dearth 122nd year of Ascendancy at 06:12 see stats
 Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Braletik the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 14:39 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Braletik the Dwarf Stone Warden level 10
30th Voratun 122nd year of Ascendancy at 07:19 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Braletik the Dwarf Stone Warden level 10
1st Acquisition 122nd year of Ascendancy at 17:29 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Braletik the Dwarf Stone Warden level 16
12nd Profit 122nd year of Ascendancy at 16:57 see stats
 Utterly Destroyed (Insane (Adventure) difficulty)
			Died on the Eidolon Plane.
			Utterly Destroyed (Insane (Adventure) difficulty)
			Died on the Eidolon Plane.By Braletik the Dwarf Stone Warden level 22
17th Loss 122nd year of Ascendancy at 15:27 see stats
Log
Braletik receives 175 healing from Infusion: Healing.
Braletik uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Talent Infusion: Regeneration is ready to use.
Braletik uses Dig.
Digging starts...
Braletik starts suffocating to death!
Dug for 1 turns (stop reason: detrimental status effect).
You have been interrupted!
Braletik is suffocating.
Talent Rune: Shatter Afflictions is ready to use.
Braletik the level 22 dwarf stone warden suffocated to death on level 2 of Sandworm lair.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Saving done.
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Nature's Touch is ready to use.
Talent Nature's Balance is ready to use.
Rested for 41 turns (stop reason: all resources and life at maximum).
Braletik activates Stone Vines.
Braletik activates Eldritch Infusion.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!















































