











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | 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:
 Items Vault 1.7.0Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines 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 | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 18 / 54% | 
| Size | medium | 
| Lifes / Deaths | Killed by The Mouth at level 6 on the 21st Voratun 122nd year of Ascendancy at 12:37 0 / 6Killed by The Mouth at level 6 on the 21st Voratun 122nd year of Ascendancy at 16:53 Killed by The Mouth at level 6 on the 21st Voratun 122nd year of Ascendancy at 18:29 Killed by thief at level 9 on the 11st Profit 122nd year of Ascendancy at 03:56 Killed by Weirdling Beast at level 15 on the 24th Profit 122nd year of Ascendancy at 22:05 Killed by Layawen the honey tree at level 18 on the 15th Dearth 122nd year of Ascendancy at 08:30  | 
Primary Stats
| Strength | 70 (base 46) | 
| Dexterity | 22 (base 12) | 
| Constitution | 55 (base 35) | 
| Magic | 15 (base 10) | 
| Willpower | 24 (base 10) | 
| Cunning | 23 (base 10) | 
Resources
| Life | -188/719 | 
| Stamina | 197/206 | 
| Healing Factor | 1.3049358927269 | 
| Regeneration | 4.7859136878777 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 10 | 
| Infravision | 3 | 
| See Stealth | 11 | 
| See Invisible | 9 | 
Offense: Mainhand
| Damage | 139 | 
| Accuracy | 50 | 
| Crit Chance | 26% | 
| APR | 20 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 7.5 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +27% | 
| Physical | +12% | 
| Fire | +24% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +32% | 
| Light | +37% | 
| Lightning | +17% | 
| Mind | +27% | 
| All | +12% | 
Defense: Base
| Armour (hardiness) | 34.292304923968 (87.807182003187%) | 
| Defense | 40 | 
| Ranged Defense | 40 | 
| Fatigue | 16 | 
| Physical Save | 35 | 
| Spell Save | 32 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Blight | + 17%( 70%) | 
| Arcane | + 5%( 70%) | 
| Cold | + 49%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 3%( 70%) | 
| Light | + 21%( 70%) | 
| Fire | + 18%( 70%) | 
| Nature | + 16%( 70%) | 
Defense: Immunities
| Pinning Resistance | 30% | 
| Confusion Resistance | 15% | 
| Disarm Resistance | 23% | 
| Knockback Resistance | 32% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 25% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 178 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness.  | 
| 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 89 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat.  | 
Class Talents
| Technique / Two-handed assault | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Berserker's strength | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Bloodthirst | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat techniques | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5.  | done | 
You failed to protect the repented thief from death by Delmyr. Escort: repented thief (level 2 of Trollmire) | failed | 
You failed to protect the worried loremaster from death by Gunsnake. Escort: worried loremaster (level 3 of Trollmire) | failed | 
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.  | active | 
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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 | 
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.  | 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.'  | active | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died.  | done | 
Equipment
| On feet |  Ichorcut the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +3% nature Changes resistances penetration: +20% acid Changes damage: +15% fire Infravision radius: +2 A pair of boots made of leather.  | 
| Light source |  CracklereignCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Defense: +25 (+9 eff.) Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +3% fire Blindness immunity: +25% Confusion immunity: +15% Light radius: +8 See stealth: +11 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Aeruratha the rough leather cap (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% fire / +6% light / +3% cold Spell save: +6 (+3 eff.) A cap made of leather.  | 
| Tool |  Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
| On fingers |  Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.56 cold and 11.96 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
| On fingers |  Glarepulverizer the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +1 Str / +1 Mag Changes resistances penetration: +15% light Changes damage: +12% physical Disarm immunity: +23% Pinning immunity: +30% Knockback immunity: +32% Maximum life: +29.00 Infravision radius: +1 Rings make your fingers look great!  | 
| Around waist |  IsinorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% light / +3% cold Stealth bonus: +6 A belt that goes around your waist.  | 
| In main hand |  Relgudas the dwarven-steel greatmaul (42-64 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Changes stats: +9 Str / +7 Dex / +6 Mag / +7 Wil / +9 Cun / +7 Con Changes resistances: +12% blight Changes resistances penetration: +12% all Light radius: +2 Massive two-handed mauls.  | 
| On hands |  brawler's dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Physical power: +6 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +2 Cun Changes resistances: +5% blight Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+4 eff.) Spell save: +8 (+4 eff.) 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 |  Tundraclamor (7 def, 11 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +7 (+3 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +24% acid / +7% cold Changes resistances penetration: +15% mind Changes damage: +12% cold Allows you to breathe in: water Mental save: +13 (+7 eff.) Equilibrium when hit: +0.04 A suit of armour made of mail.  | 
| Cloak |  Blazequench (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +5% arcane / +3% nature Changes damage: +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  copper amulet 'Glarezephyr'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +12% fire / +6% light / +11% cold Changes resistances penetration: +10% light Mental save: +3 (+2 eff.) Mental crit. chance: +6% Amulets make your neck look great!  | 
Inventory
 Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."  | 
 Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
 mindweaver's steel amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +11 Changes stats: +3 Wil Critical mult.: +12.00% Mental save: +5 (+3 eff.) Confusion immunity: +13% Mindpower: +7 (+3 eff.) Amulets make your neck look great!  | 
 warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.steel mace (12-18 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly.  | 
 steel mace 'Forestveil' (22-31 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Changes stats: +2 Dex / +3 Wil Changes resistances: +3% nature Changes resistances penetration: +5% physical Light radius: +3 Blunt and deadly.  | 
 dragonbone longbow 'Grinestir'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +57 lightning / +109 cold When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +6 Str Changes resistances: +6% blight / +9% temporal / +6% lightning Changes resistances penetration: +44% lightning / +33% cold Spell save: +3 (+1 eff.) Movement speed: +116% Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.Woeraptor (59/60, 28-38 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 27.5 - 38.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 60 On weapon hit: * 10% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 14% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +9 nature / +12 darkness Damage (radius 2) on crit: +8 darkness When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death.  | 
 steel mail armour 'Adathra' (2 def, 11 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +17% lightning / +17% cold / +6% blight Physical save: +6 (+3 eff.) Disease immunity: +20% Confusion immunity: +10% A suit of armour made of mail.  | 
 thick kruk cloak of the Shaloren (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Changes stats: +1 Mag / +2 Wil Changes resistances: +11% cold A stylish kruk-style cloak, to look awesome.  | 
 Hazemarrow the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str Changes resistances: +12% darkness Changes resistances penetration: +14% darkness / +10% cold Changes damage: +3% cold / +9% darkness / +6% mind Critical mult.: +10.00% Stealth bonus: +10 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Sparklace (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 nature Changes stats: +2 Mag Changes resistances: +7% nature Changes damage: +5% nature / +6% lightning Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.04 Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Hettedunagorn the Shinebright (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 8 darkness Changes resistances penetration: +5% light Changes damage: +12% blight Critical mult.: +6.00% Spell crit. chance: +6% Mental crit. chance: +7% Light radius: +2 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.  | 
 Goremas (0 def, 10 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Damage (Melee): 10 cold Changes resistances: +3% darkness / +15% cold Changes damage: +3% cold Physical save: +12 (+6 eff.) 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.  | 
 3 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.  | 
 3 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.  | 
 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.  | 
 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 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.  | 
 3 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.  | 
 4 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.  | 
 2 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.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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.  | 
 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.  | 
 Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.  | 
Achievements
			Bringer of Doom
			Killed a Bringer of Doom.By Delmyr the Dwarf Berserker level 12
19th Profit 122nd year of Ascendancy at 06:51 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Delmyr the Dwarf Berserker level 7
28th Voratun 122nd year of Ascendancy at 09:34 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Delmyr the Dwarf Berserker level 15
25th Profit 122nd year of Ascendancy at 00:47 see stats
			Level 10
			Got a character to level 10.By Delmyr the Dwarf Berserker level 10
13rd Profit 122nd year of Ascendancy at 10:28 see stats
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Delmyr the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 15:00 see stats
Log
Shadow misses Delmyr.
Layawen the honey tree shares damage with his oozes!
Delmyr hits Layawen the honey tree for 87 physical, 0 arcane (87 total damage).
Layawen the honey tree speeds up.
Poison from Layawen the honey tree hits Delmyr for 78 nature damage.
Layawen the honey tree uses Summon.
Layawen the honey tree summons Bee swarm!
Layawen the honey tree slows down.
Layawen the honey tree shares damage with his oozes!
Shadow hits Delmyr for 8 physical damage.
Delmyr hits Layawen the honey tree for 59 physical, 0 arcane (59 total damage).
Layawen the honey tree is not stunned anymore.
Talent Stunning Blow is ready to use.
Poison from Layawen the honey tree hits Delmyr for 156 nature damage.
Layawen the honey tree uses Slime Spit.
Layawen the honey tree's mind surges with critical power!
Delmyr uses Stunning Blow.
Delmyr uses Stunning Blow.
Delmyr performs a melee critical strike against Layawen the honey tree!
Delmyr's blood frenzy intensifies!
Layawen the honey tree is stunned!
Shadow misses Delmyr.
Layawen the honey tree shares damage with his oozes!
Delmyr hits Layawen the honey tree for 61 physical, 0 arcane, 41 physical, 0 arcane (102 total damage).
Layawen the honey tree's Slime Spit hits Delmyr for 124 nature damage.
Delmyr the level 18 dwarf berserker was naturalised to death by Layawen the honey tree on level 3 of Olyfast.
Delmyr no longer revels in blood quite so much.


















































































