Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 | 
| Addons | Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Doombringer | 
| Level / Exp | 24 / 91% | 
| Size | medium | 
| Lifes / Deaths | Killed by investigator at level 1 on the 16th Voratun 122nd year of Ascendancy at 17:442 / 4 Killed by shadow at level 18 on the 26th Dearth 122nd year of Ascendancy at 14:36 Killed by elven cultist at level 24 on the 4th Iron 123rd year of Ascendancy at 06:54 Killed by elven cultist at level 24 on the 4th Iron 123rd year of Ascendancy at 08:09 | 
Primary Stats
| Strength | 62 (base 50) | 
| Dexterity | 13 (base 10) | 
| Constitution | 46 (base 28) | 
| Magic | 37 (base 35) | 
| Willpower | 21 (base 10) | 
| Cunning | 16 (base 11) | 
Resources
| Life | 756/756 | 
| Stamina | 196/196 | 
| Vim | 184/200 | 
| Healing Factor | 1 | 
| Regeneration | 0.75 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 109 | 
| Accuracy | 40 | 
| Crit Chance | 13% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 32 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20.55 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 47.92 (81.030927835052%) | 
| Defense | 21.525 | 
| Ranged Defense | 24.025 | 
| Fatigue | 30 | 
| Physical Save | 47.888507229955 | 
| Spell Save | 41.388507229955 | 
| Mental Save | 30.407760844933 | 
Defense: Resistances
| All | + 7%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild 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 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: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Combat veteran | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Wrath | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Corruption / Torture | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Corruption / Shadowflame | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Heart of Fire | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Brutality | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Technique / Combat techniques | 1.10 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Corruption / Oppression | 1.20 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Demonic strength | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Hexes | 1.10 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 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 | 
| 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 grave | active | 
| You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal.Ashes in the Wind You are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Old Forest.Escort: injured seer (level 2 of Old Forest) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara.Escort: lost anorithil (level 2 of Daikara) As a reward you improved Cunning by +2. | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom.Escort: worried loremaster (level 2 of Heart of the Gloom) As a reward you improved Strength by +2. | 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. | active | 
| Somehow you did not recall out as usual but instead ended up on a sadly familiar area.I've a feeling we're not on Eyal anymore You are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 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 Shax 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 Fortress With 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: 66. | active | 
| 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done | 
| 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 Stire of Derth needs your help making an elixir of precision. 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed green worm. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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 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 4 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of dwarven-steel boots 'Shadowrain' (5 def, 4 armour)pair of dwarven-steel boots 'Shadowrain' (5 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to blind * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 82.33 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 82.33 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
| Tool | Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 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 | Inertial TwineInertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. | 
| On fingers | BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. | 
| Around neck | wanderer's gold amulet of the eclipsewanderer's gold amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 7 light / 5 darkness Effects when hit in melee: * 8% chance to inflict damage reduction * 7% chance to blind Changes stats: +5 Dex / +3 Cun / +5 Con Changes damage: +5% light / +7% darkness Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. | 
| In main hand | dwarven-steel greatmaul 'Sparkstreak' (40-60 power, 2 apr)dwarven-steel greatmaul 'Sparkstreak' (40-60 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 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% Damage (Melee): +51 insidious poison / +13 mind / +8 lightning Burst (radius 2) on crit: +16 ice When wielded/worn: Armour: +12 Effects on melee hit: * 30% chance to daze Changes resistances: +6% lightning Changes resistances penetration: +14% cold Changes damage: +6% acid / +9% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. | 
| Main armor | voratun plate armour 'Searwhisper' (9 def, 16 armour)voratun plate armour 'Searwhisper' (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +38% Damage when hit (Melee): 4 arcane / 12 physical Changes stats: +2 Mag / +8 Con Changes resistances: -16% light / +11% fire / +15% darkness / +28% temporal Critical mult.: +10.00% Physical save: +9 (+3 eff.) Spell save: +19 (+6 eff.) Mental save: +10 (+5 eff.) A suit of armour made of metal plates. This item has been sent to the Item's Vault. | 
| Cloak | linen cloak 'Guma' (1 def, 0 armour)linen cloak 'Guma' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist | EmelirelaithEmelirelaith Requires: - Level 15 Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +6% acid / +10% fire / +9% light / +10% cold Changes damage: +6% mind A belt that goes around your waist. This item has been sent to the Item's Vault. | 
Inventory
| healing infusion of the warrior (heal 169)healing infusion of the warrior (heal 169) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% 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. | 
| clarifying steel amuletclarifying steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. | 
| cleansing steel amulet of constitution (+3)cleansing steel amulet of constitution (+3) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% nature / +11% blight Poison immunity: +25% Disease immunity: +22% Amulets can have magical properties. | 
| 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. | 
| gold amulet 'Prismtaint'gold amulet 'Prismtaint' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% mind / +15% light / +15% darkness Changes resistances penetration: +5% mind Changes damage: +3% mind / +3% light Blindness immunity: +20% Amulets can have magical properties. | 
| mindweaver's steel amulet of perfection (0.15 Corruption / Heart of Fire,0.15 Corruption / Brutality)mindweaver's steel amulet of perfection (0.15 Corruption / Heart of Fire,0.15 Corruption / Brutality) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Talent masteries: +0.15 Corruption / Heart of Fire +0.15 Corruption / Brutality Mental save: +5 (+2 eff.) Confusion immunity: +12% Mindpower: +6 (+3 eff.) Amulets can have magical properties. | 
| stabilizing gold amulet of strength (+4)stabilizing gold amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +16% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. | 
| stabilizing steel amulet of dexterity (+3)stabilizing steel amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% temporal Pinning immunity: +26% Knockback immunity: +20% Amulets can have magical properties. | 
| starlit steel amuletstarlit steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% light / +10% darkness Blindness immunity: +22% Amulets can have magical properties. | 
| steel amulet of cunning (+3)steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. | 
| steel amulet of dexterity (+3)steel amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. | 
| steel amulet of strength (+3)steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. | 
| IvoseminaIvosemina Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +3% cold Physical save: +6 (+2 eff.) Rings can have magical properties. | 
| copper ring of aether (+11%)copper ring of aether (+11%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties. | 
| psionicist's gold ring of fire (+24%)psionicist's gold ring of fire (+24%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% fire Changes damage: +12% fire Mental save: +6 (+3 eff.) Rings can have magical properties. | 
| rogue's steel ring of light (+22%)rogue's steel ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. | 
| savior's copper ring of light (+22%)savior's copper ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +8 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. | 
| steel ring 'Borohir'steel ring 'Borohir' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 20 mind Changes stats: +5 Cun / +5 Dex Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. | 
| Bloomsoul (8-8.8 power, 13 apr, nature damage)Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. | 
| Flashbrand the hardened leather beltFlashbrand the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Changes resistances: +15% lightning Changes damage: +6% mind / +6% lightning Stealth bonus: +6 A belt that goes around your waist. | 
| cleansing hardened leather beltcleansing hardened leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +10% acid / +6% blight A belt that goes around your waist. | 
| grounding rough leather belt of the giantsgrounding rough leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% lightning / +6% temporal Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. | 
| insulating rough leather beltinsulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold A belt that goes around your waist. | 
| Branudoldir (0 def, 1 armour)Branudoldir (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances penetration: +5% acid Spellpower: +4 (+2 eff.) A pair of boots made of leather. | 
| Layessra the pair of hardened leather boots (0 def, 3 armour)Layessra the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +10 Lck / +3 Dex Changes resistances: +7% fire / +7% cold Stealth bonus: +5 Maximum encumbrance: +29 Physical save: +14 (+5 eff.) Life regen: +0.40 Healing mod.: +15% A pair of boots made of leather. | 
| grounding pair of iron boots (0 def, 3 armour)grounding pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| storm iron gauntlets of strength (+2) (0 def, 1 armour)storm iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +5% lightning Changes damage: +3% lightning Metal gloves protecting the hands up to the middle of the lower arm. | 
| linen wizard hat 'Layawen' (1 def, 0 armour)linen wizard hat 'Layawen' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Cun / +1 Con Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... | 
| prismatic iron helm of dexterity (+3) (0 def, 3 armour)prismatic iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +11% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Rogue Plight (6 def, 7 armour)Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. | 
| iron pickaxe of endurance (dig speed 37 turns)iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| 2 emerald2 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| 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 295/400. 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 ChestTransmogrification 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), 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. | 
| dwarven-steel torque of thermal psionic shield [power 85]  (20 cooldown)dwarven-steel torque of thermal psionic shield [power 85]  (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. | 
| psionic steel torque of charged psionic shield [power 53]  (20 cooldown)psionic steel torque of charged psionic shield [power 53]  (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. | 
| steel torque of psychoportation [power 28]  (30 cooldown)steel torque of psychoportation [power 28]  (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. | 
| supercharged dwarven-steel torque of kinetic psionic shield [power 103]  (29 cooldown)supercharged dwarven-steel torque of kinetic psionic shield [power 103]  (29 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 103 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. | 
| Pyrewitch [power 2]  (10 cooldown)Pyrewitch [power 2]  (10 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +1 Mag Maximum wards: +4 acid / +2 nature / +2 light Talents granted: +2 Ward +2 Lay Web Light radius: +3 It can be used to remove up to 2 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. | 
| ash totem of thorny skin [power 29]  (20 cooldown)ash totem of thorny skin [power 29]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. | 
Achievements
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Doombringer the Dwarf Doombringer level 7
27th Voratun 122nd year of Ascendancy at 05:16 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Doombringer the Dwarf Doombringer level 17
10th Dearth 122nd year of Ascendancy at 05:11 see stats
 Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Doombringer the Dwarf Doombringer level 24
29th Shortage 122nd year of Ascendancy at 22:37 see stats
 Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
			Escaped the Searing Halls.
			Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
			Escaped the Searing Halls.By Doombringer the Dwarf Doombringer level 5
19th Voratun 122nd year of Ascendancy at 21:12 see stats
 Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doombringer the Dwarf Doombringer level 19
27th Dearth 122nd year of Ascendancy at 18:32 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Doombringer the Dwarf Doombringer level 10
17th Profit 122nd year of Ascendancy at 04:14 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Doombringer the Dwarf Doombringer level 20
42nd Dearth 122nd year of Ascendancy at 07:28 see stats
 Once bitten, twice shy (Nightmare (Adventure) difficulty)
			Escaped the Anteroom of Agony.
			Once bitten, twice shy (Nightmare (Adventure) difficulty)
			Escaped the Anteroom of Agony.By Doombringer the Dwarf Doombringer level 22
12nd Loss 122nd year of Ascendancy at 17:36 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Doombringer the Dwarf Doombringer level 22
24th Loss 122nd year of Ascendancy at 09:20 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Doombringer the Dwarf Doombringer level 19
40th Dearth 122nd year of Ascendancy at 08:43 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Doombringer the Dwarf Doombringer level 9
12nd Profit 122nd year of Ascendancy at 10:55 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Doombringer the Dwarf Doombringer level 8
10th Profit 122nd year of Ascendancy at 03:21 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Doombringer the Dwarf Doombringer level 19
27th Dearth 122nd year of Ascendancy at 19:05 see stats
