










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Items Vault 1.6.0Donators/Buyers bonus! Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 24 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Mudbelly at level 16 on the 33rd Haze 122nd year of Ascendancy at 21:53 1 / 5Killed by Mayyra the eternal bone giant at level 19 on the 51st Regrowth 123rd year of Ascendancy at 08:20 Killed by orc necromancer at level 23 on the 77th Regrowth 123rd year of Ascendancy at 23:39 Killed by Venette at level 24 on the 79th Regrowth 123rd year of Ascendancy at 17:34 Killed by elven corruptor at level 24 on the 1st Time of Balance 123rd year of Ascendancy at 19:04 |
Primary Stats
| Strength | 88 (base 54) |
| Dexterity | 21 (base 14) |
| Constitution | 52 (base 46) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 818/818 |
| Stamina | 169/169 |
| Healing Factor | 1.6737837837838 |
| Regeneration | 8.590507612381 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 51 |
| Crit Chance | 25% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +8% |
| Nature | +5% |
| All | +2% |
Offense: Damage Penetration
| Temporal | +5% |
| Mind | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 71.084537089062 (97.241379310345%) |
| Defense | 29 |
| Ranged Defense | 38 |
| Fatigue | 29 |
| Physical Save | 38 |
| Spell Save | 55 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 34%( 70%) |
| Cold | + 35%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 18%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 49% |
| Stun Resistance | 30% |
| Blind Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 38% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Wolfmire. Escort: lost warrior (level 3 of Wolfmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 104. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * You've found the needed bear paw. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 hardened leather boots 'Wintersting' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 cold / 8 physical Changes stats: +9 Lck / +4 Dex Changes resistances: +9% cold Stealth bonus: +8 Maximum life: +20.00 Healing mod.: +20% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Delydar'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% light Mental save: +30 (+12 eff.) Maximum life: +53.00 Maximum hate: +2.00 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +3 Dex / +2 Cun It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 259.2 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Arille [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +10 Changes stats: +3 Con Critical mult.: +6.00% Physical save: +6 (+2 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Thunderknave'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +3 Cun / +2 Str Changes damage: +6% lightning Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 297.31 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Layynor the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +10% mind Spell save: +12 (+4 eff.) Mental save: +16 (+7 eff.) Life regen: +1.20 Psi when hit: +0.08 Healing mod.: +19% A belt that goes around your waist. |
| In main hand | stralite greatsword 'Betheranor' (47.5-76 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +13 (+4 eff.) Blindness immunity: +35% Disarm immunity: +15% Knockback immunity: +10% Spell crit. chance: +3% Massive two-handed swords. |
| On hands | scouring iron gauntlets of butchering (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +1 Effects when hit in melee: * 16% chance to reduce effective powers by 20% * 16 arcane resource burn Changes resistances: +6% blight Spell save: +18 (+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. |
| Main armor | Serpentraider the stralite plate armour (7 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +1 Con Changes resistances: +17% acid / +18% physical / +38% lightning / +18% fire / +9% nature / +17% cold Changes resistances penetration: +10% nature / +5% temporal Changes damage: +3% nature Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +30% Knockback immunity: +28% A suit of armour made of metal plates. |
| Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Daimikor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +9% lightning / +7% physical / +3% mind Disarm immunity: +10% Stamina each turn: +0.30 Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.marksman's stralite ring of arcana(+0.21/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +6 Dex Silence immunity: +28% Mana each turn: +0.21 Rings can have magical properties. |
glacial dwarven-steel battleaxe of the leech (31-46.5 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 14% chance to slow global speed by 33% * leeches stamina from the target Damage (radius 2) on crit: +10 ice When wielded/worn: Armour: +12 Damage when hit (Melee): 7 nature slow Changes resistances penetration: +10% cold Massive two-handed battleaxes. |
Kindlenight (19-24.7 power, 7 apr) =aaa=Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (radius 2) on crit: +12 light When wielded/worn: Changes resistances: +9% darkness / +3% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.lifebinding yew starstaff of might (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces Infused by nature 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% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% light Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +14 (+6 eff.) Spell crit. chance: +8% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew magestaff of greater warding (20-24 power, 4 apr, arcane 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% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Maximum wards: +3 arcane Changes damage: +20% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle =aaa=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level.cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% blight Life regen: +2.30 Maximum life: +50.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) =aaa=Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
dwarven-steel helm 'Demonraze' (0 def, 4 armour) =aaa=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 20 darkness Changes stats: +3 Con Changes resistances penetration: +20% darkness Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel plate armour of the deep (4 def, 12 armour) =aaa=Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +7% acid / +8% cold Allows you to breathe in: water A suit of armour made of metal plates. |
126 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. |
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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang =aaa=Infused 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. |
Mucusspawner the alchemist's lamp =aaa=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +15% acid / +12% cold Changes damage: +9% nature Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
3 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)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. |
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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Mudbelly the Cornac Berserker level 24
78th Regrowth 123rd year of Ascendancy at 22:42 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Mudbelly the Cornac Berserker level 18
3rd Allure 123rd year of Ascendancy at 21:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mudbelly the Cornac Berserker level 8
2nd Flare 122nd year of Ascendancy at 05:52 see stats
Exterminator
Killed 1000 creatures.By Mudbelly the Cornac Berserker level 17
60th Haze 122nd year of Ascendancy at 05:27 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mudbelly the Cornac Berserker level 23
70th Regrowth 123rd year of Ascendancy at 13:03 see stats
Level 10
Got a character to level 10.By Mudbelly the Cornac Berserker level 10
6th Dusk 122nd year of Ascendancy at 07:22 see stats
Level 20
Got a character to level 20.By Mudbelly the Cornac Berserker level 20
56th Regrowth 123rd year of Ascendancy at 11:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mudbelly the Cornac Berserker level 11
12nd Dusk 122nd year of Ascendancy at 01:39 see stats
Size matters
Did over 600 damage in one attack.By Mudbelly the Cornac Berserker level 15
25th Haze 122nd year of Ascendancy at 11:26 see stats
The Arena
Unlocked Arena mode.By Mudbelly the Cornac Berserker level 9
5th Dusk 122nd year of Ascendancy at 13:00 see stats
The secret city
Discovered the truth about mages.By Mudbelly the Cornac Berserker level 8
9th Flare 122nd year of Ascendancy at 01:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mudbelly the Cornac Berserker level 19
45th Regrowth 123rd year of Ascendancy at 15:01 see stats
Log
Elven corruptor starts to bleed.
Mudbelly performs a melee critical strike against Elven blood mage!
Bloodcaller hits Mudbelly for 15 healing, 21 healing (0 total damage) [36 healing].
Mudbelly hits Elven blood mage for 500 physical damage.
Mudbelly hits Elven guard for 350 physical, 1 physical (351 total damage).
Mudbelly hits Elven corruptor for (338 to bones), 0 physical, 1 physical (1 total damage).
Elven blood mage receives 7 healing from Elven blood mage's Blood Grasp.
Elven blood mage's Blood Grasp hits Mudbelly for 87 blight damage.
Elven corruptor receives 25 healing from Elven corruptor's Blood Grasp.
Elven corruptor's Blood Grasp hits Mudbelly for 118 blight damage.
Mudbelly killed Elven blood mage!
Weakness Disease from Elven blood mage hits Mudbelly for 25 blight damage.
Mudbelly receives 4 healing from Bloodcaller.
Bleeding from Mudbelly hits Elven guard for 93 physical damage.
Bleeding from Mudbelly hits Elven corruptor for 2 physical damage.
Bleeding from Mudbelly killed Elven guard!
Elven corruptor casts Blood Spray.
Elven corruptor hits Mudbelly for 131 blight damage.
Mudbelly the level 24 cornac berserker was debilitated by noxious blight before falling to death by an elven corruptor on level 2 of Dark crypt.
You have 1 life(s) left.
Mudbelly deactivates Berserker Rage.
Mudbelly's rage subsides!
Mudbelly is free from the weakness disease.
Mudbelly has finished recovering.
Mudbelly deactivates Daunting Presence.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven corruptor killed Mudbelly!
Saving done.




























































