Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 22 / 36% |
| Size | big |
| Lifes / Deaths | Killed by skeleton warrior at level 7 on the 4th Mirth 122nd year of Ascendancy at 14:13 0 / 6Killed by large white snake at level 13 on the 1st Haze 122nd year of Ascendancy at 05:06 Killed by skeleton warrior at level 14 on the 1st Haze 122nd year of Ascendancy at 11:23 Killed by will o' the wisp at level 14 on the 1st Haze 122nd year of Ascendancy at 14:22 Killed by snow giant thunderer at level 19 on the 7th Pyre 123rd year of Ascendancy at 16:10 Killed by Aerada the void horror at level 22 on the 17th Dusk 123rd year of Ascendancy at 09:35 |
Primary Stats
| Strength | 56.5 (base 48) |
| Dexterity | 15.5 (base 11) |
| Constitution | 69.5 (base 48) |
| Magic | 12 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 18 (base 11) |
Resources
| Life | -29/797 |
| Stamina | 58/170 |
| Healing Factor | 1.1 |
| Regeneration | 5.6603249199414 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | +429% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 144 |
| Accuracy | 42 |
| Crit Chance | 69% |
| APR | 11 |
| Speed | 0.83 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.46 (63.098591549296%) |
| Defense | 9.925 |
| Ranged Defense | 9.925 |
| Fatigue | 19 |
| Physical Save | 38.05 |
| Spell Save | 35.05 |
| Mental Save | 21.6 |
Defense: Resistances
| All | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Poison Resistance | 39% |
| Knockback Resistance | 5% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 399% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.20 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| detrimental effect | The target is seeing echoes from the void and will take 45.23 mind damage as well as some resource damage each turn it fails a mental save. Void Echoes |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | Increases stamina regeneration by 20, movement and attack speed by 20%. Relentless Fury |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Increases critical hit chance by 50%. Berserker Rage |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 399% faster. Wild Speed |
| beneficial effect | The thrill of combat improves the target's maximum life by 8%, life regeneration by 4.10, and stamina regeneration by 0.82. Bloodbath |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 4. Illness |
| beneficial effect | The target is recovering 34 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +4. | done |
You failed to protect the repented thief from death by wolf. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Orull. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 33. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed black mamba head. 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 giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Dagynarivon the Gleamvein (0 def, 3 armour) Dagynarivon the Gleamvein (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +9% light Changes resistances penetration: +5% mind Changes damage: +6% mind It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Radhikhad the Gleamschism [power 105] (4 cooldown) Radhikhad the Gleamschism [power 105] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% blight / +6% temporal It can be used to fire a blast of psionic energies in a range 6 beam dealing 52.50 to 105.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Chamydunahad the steel ring Chamydunahad the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +26% fire / +13% nature Changes damage: +13% fire Reduces incoming crit damage: 5.00% Spell save: +11 (+5 eff.) Poison immunity: +12% Disease immunity: +11% Cut immunity: +10% Knockback immunity: +5% Maximum stamina: +17.00 Rings can have magical properties. |
| On fingers | Glimmerworm the voratun ring Glimmerworm the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +2 Mag Changes resistances: +12% nature / +8% blight Poison immunity: +27% Disease immunity: +25% Light radius: +1 Infravision radius: +3 Rings can have magical properties. |
| Around waist | Glorolle the rough leather belt Glorolle the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Str Critical mult.: +3.00% Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Flashwilter the voratun greatsword (69.5-111.2 power, 4 apr) Flashwilter the voratun greatsword (69.5-111.2 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 69.5 - 111.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze When wielded/worn: Changes stats: +1 Str Grants telepathy: Humanoid/Orc Massive two-handed swords. |
| On hands | Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Spell save: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Main armor | Nimbusshine (3 def, 8 armour) Nimbusshine (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to daze Changes resistances: +12% nature / +15% blight Changes damage: +3% fire Reduced damage from: +7% Unnatural A suit of armour made of mail. |
| Cloak | cashmere cloak 'Haloroddabar' (2 def, 0 armour) cashmere cloak 'Haloroddabar' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +2 (+2 eff.) Changes stats: +2 Str / +1 Dex / +2 Con Life regen: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Strikesquall StrikesquallInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to corrode armour Changes stats: +7 Dex / +5 Cun / +13 Con Changes resistances: +9% physical Changes damage: +12% acid / +3% lightning Life regen: +0.60 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Inventory
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
starlit copper amulet of constitution (+2) starlit copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
Light's kiss the gold ring Light's kiss the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Con Changes resistances penetration: +10% fire Changes damage: +3% fire Physical save: +8 (+3 eff.) Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. insidious steel dagger (11.5-14.95 power, 6 apr)insidious steel dagger (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 insidious poison Sharp, short and deadly. |
dwarven-steel greatmaul of the leech (44.5-66.75 power, 2 apr) dwarven-steel greatmaul of the leech (44.5-66.75 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 13 nature slow Massive two-handed mauls. |
iron greatsword (15.5-24.8 power, 1 apr) iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Manorach the yew longbowManorach the yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +2 mind When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +9% acid / +3% temporal Changes resistances penetration: +8% physical Changes damage: +13% physical Talent mastery: +0.20 Wild-gift / Fungus Spell save: +6 (+3 eff.) It can be used to regenerate 76 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. caustic yew longbowcaustic yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 8% chance to corrode armour When wielded/worn: Changes resistances penetration: +8% acid Life regen: +0.80 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel longsword (25-35 power, 4 apr)thunderous dwarven-steel longsword (25-35 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to daze When wielded/worn: Changes stats: +1 Str / +2 Dex / +3 Mag / +3 Wil / +2 Cun / +1 Con Changes resistances penetration: +7% lightning Sharp, long, and deadly. |
earthen yew starstaff of invocation (20-24 power, 4 apr, physical element) earthen yew starstaff of invocation (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +2% Changes damage: +20% physical Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+4 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 25.82 to 30.98 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots (0 def, 3 armour)stealthy pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Lck / +3 Dex Stealth bonus: +6 A pair of boots made of leather. |
traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: -2% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boredekor (0 def, 3 armour) Boredekor (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Changes stats: +1 Cun Changes resistances: +6% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
shielding linen wizard hat (1 def, 0 armour) shielding linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Yvuminn the Spidersun (3 def, 11 armour) Yvuminn the Spidersun (3 def, 11 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+3 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +22% fire / +6% nature / +16% physical Changes resistances penetration: +5% acid Changes damage: +12% nature A suit of armour made of leather. |
miasmic rough leather armour of the deep (1 def, 3 armour) miasmic rough leather armour of the deep (1 def, 3 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +3 Defense: +1 (+1 eff.) Fatigue: +6% Damage (Melee): 5 acid Damage (Ranged): 5 acid Changes resistances: +17% acid / +6% cold / +14% nature Allows you to breathe in: water A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
5 agate 5 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. |
190 alchemist agate 190 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. |
onyx 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 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. |
4 opal 4 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
Gylar the voratun pickaxe (dig speed 11 turns) Gylar the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +17% physical Maximum encumbrance: +20 Physical save: +20 (+7 eff.) Maximum life: +10.00 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
2 garnet 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. |
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 after 40 turns, 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. |
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 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. |
Bethuthra [power 131] (20 cooldown) Bethuthra [power 131] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Cun Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Maximum hate: +2.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Orull the Cornac Berserker level 21
12nd Dusk 123rd year of Ascendancy at 11:55 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Orull the Cornac Berserker level 11
43rd Dusk 122nd year of Ascendancy at 21:20 see stats
Exterminator
Killed 1000 creatures.By Orull the Cornac Berserker level 19
6th Pyre 123rd year of Ascendancy at 21:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Orull the Cornac Berserker level 15
5th Haze 122nd year of Ascendancy at 03:27 see stats
Level 10
Got a character to level 10.By Orull the Cornac Berserker level 10
5th Flare 122nd year of Ascendancy at 07:24 see stats
Level 20
Got a character to level 20.By Orull the Cornac Berserker level 20
9th Pyre 123rd year of Ascendancy at 02:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Orull the Cornac Berserker level 17
58th Haze 122nd year of Ascendancy at 13:50 see stats
Size matters
Did over 600 damage in one attack.By Orull the Cornac Berserker level 18
5th Pyre 123rd year of Ascendancy at 06:44 see stats
The Arena
Unlocked Arena mode.By Orull the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 09:32 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Orull the Cornac Berserker level 17
56th Regrowth 123rd year of Ascendancy at 15:53 see stats
The secret city
Discovered the truth about mages.By Orull the Cornac Berserker level 10
10th Flare 122nd year of Ascendancy at 19:50 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Orull the Cornac Berserker level 17
56th Regrowth 123rd year of Ascendancy at 01:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Orull the Cornac Berserker level 20
10th Dusk 123rd year of Ascendancy at 10:56 see stats
Log
Orull is unstoppable!
Aerada the void horror hits Orull for (134 refused), 0 darkness (0 total damage).
Armoured skeleton warrior's armor corrodes!
Armoured skeleton warrior slows down.
Orull uses Destroy Magic.
Armoured skeleton warrior shrugs off the effect 'Spell Disruption'!
Orull hits Armoured skeleton warrior for 56 physical, 0 arcane, , , (56 total damage).
Armoured skeleton warrior hits Orull for damage.
Aerada the void horror speeds up.
Orull is unstoppable!
Aerada the void horror's Beyond the Flesh hits Orull for (30 refused), 0 physical, (4 refused), 0 blight, , (17 refused), 0 physical (0 total damage).
Ghoulking diseases Orull.
Orull shrugs off the effect 'Decrepitude Disease'!
Orull resists the mind attack!
Orull is unstoppable!
Skeleton warrior hits Orull for (30 refused), 0 physical, (3 refused), 0 mind (0 total damage).
Ghoulking hits Orull for (6 refused), 0 physical (0 total damage).
Skeleton warrior hits Orull for (27 refused), 0 physical, (5 refused), 0 acid, (7 refused), 0 temporal, (5 refused), 0 nature (0 total damage).
Armoured skeleton warrior hits Orull for (31 refused), 0 physical, (4 refused), 0 blight, (0 total damage).
Orull is unstoppable!
Armoured skeleton warrior hits Orull for (25 refused), 0 physical (0 total damage).
Orull stops regenerating health quickly.
Aerada the void horror shows Orull the madness of the void.
Orull is being driven mad by the void.
Orull uses Infusion: Movement.
Orull is moving freely.
Orull prepares for the next kill!.
Saving game...
