











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 25 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 36th Profit 122nd year of Ascendancy at 20:55 0 / 7Killed by Bill the Stone Troll at level 12 on the 36th Profit 122nd year of Ascendancy at 21:13 Killed by Glesenor the broken golem at level 16 on the 11st Loss 122nd year of Ascendancy at 03:17 Killed by Chronolith Clone at level 22 on the 26th Iron 123rd year of Ascendancy at 22:59 Killed by Josek at level 24 on the 41st Steel 123rd year of Ascendancy at 05:36 Killed by elven cultist at level 25 on the 26th Gold 123rd year of Ascendancy at 09:00 Killed by Arelrarin the Guardian at level 25 on the 6th Stralite 123rd year of Ascendancy at 01:04 |
Primary Stats
| Strength | 53 (base 29) |
| Dexterity | 59 (base 55) |
| Constitution | 40 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 33 (base 30) |
Resources
| Life | -5/814 |
| Stamina | 135/212 |
| Healing Factor | 1.4722297605397 |
| Regeneration | 6.7119975180805 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 11 |
| See Invisible | 7 |
Offense: Barehand
| Damage | 77 |
| Accuracy | 43 |
| Crit Chance | 18% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +20% |
| Cold | +16% |
| All | 0% |
| Darkness | +21% |
| Temporal | +15% |
| Mind | +3% |
| Lightning | +17% |
| Fire | +12% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +20% |
| All | 0% |
| Physical | +15% |
| Mind | +5% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 14 (62.946778433524%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 33 |
| Mental Save | 30 |
Defense: Resistances
| Darkness | + 29%( 70%) |
| Acid | + 19%( 70%) |
| Light | + 24%( 70%) |
| Cold | + 20%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 34%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 39% |
| Blind Resistance | 52% |
| Silence Resistance | 22% |
| Bleed Resistance | 50% |
| Pinning Resistance | 22% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Josek. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by Josek. Escort: temporal explorer (level 1 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
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 Shardskin. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * 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: 52. | 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * You've found the needed pouch of luminous horror dust. 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 chunk of ghoul flesh. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley 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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 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! You 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 | undeterred pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Mag / +3 Wil Silence immunity: +22% Confusion immunity: +24% Stun/Freeze immunity: +20% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Yarisus the Woestone (15/15, 32-38 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 15 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 20% chance to reduce armor by 22% * 11% chance to reduce strength, dexterity, and constitution by 13 Damage (Ranged): +17 blight / +16 darkness Damage (radius 1) on hit: +16 temporal Damage (radius 2) on crit: +4 acid / +16 temporal Shots are used with slings to pummel your foes to death. |
| On hands | Pitchwill the voratun gauntlets (20 def, 11 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Defense: +20 (+6 eff.) Fatigue: +5% Damage (Melee): 10 lightning Changes resistances: +7% lightning / +6% fire Changes resistances penetration: +15% darkness Changes damage: +7% lightning Mental save: +12 (+6 eff.) Healing mod.: +15% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +10 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | cashmere wizard hat 'Scabquencher' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +2 Dex Changes resistances: +18% fire Changes resistances penetration: +15% physical Changes damage: +6% cold / +9% physical / +12% fire A pointy cloth hat, very wizardly... |
| Tool | piercing ash totem of thorny skin [power 27] (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 27 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Murkbane the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes stats: +2 Con Changes resistances: +6% mind Changes resistances penetration: +5% darkness Changes damage: +15% darkness Spellpower: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Light radius: +1 Rings make your fingers look great! |
| On fingers | savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +9 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
| Around neck | starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +12% darkness Blindness immunity: +27% Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Main armor | stormwoven cashmere robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +5% lightning / +7% cold / +11% all Changes damage: +10% lightning / +11% physical / +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Blackmark the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% Changes resistances: +6% darkness Changes resistances penetration: +15% nature Changes damage: +6% darkness Blindness immunity: +25% Confusion immunity: +15% Light radius: +8 See stealth: +11 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | cashmere cloak 'Xeriyana' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% mind Changes damage: +3% mind / +15% temporal Equilibrium when hit: +0.04 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Rainrip'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 10 nature Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +6% acid Changes resistances penetration: +15% nature Changes damage: +6% nature Trap disarming bonus: +5 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
Inventory
regeneration infusion of the duelist (heal 356; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 295; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 12.81 cold and 13.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
copper ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 11 light Changes stats: +1 Mag Changes damage: +11% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Ce'Nenne' (33-50 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical power: +20 (+6 eff.) Changes stats: +5 Wil Changes resistances penetration: +10% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Weepreaper (5-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +4 Wil Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Physical save: +5 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +0.90 Psi when hit: +0.16 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Tuluduvon Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +20 acid When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +3 Str / +6 Mag / +2 Cun Changes resistances penetration: +15% acid Slings are used to hurl stones or metal shots at your foes. |
rough leather belt 'Cuthilin'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +5% mind Changes damage: +3% blight Critical mult.: +10.00% Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Lightningwish the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Dex Changes resistances: +2% physical Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bregukaltholdil the dwarven-steel gauntlets (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +4 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +3 Str Changes resistances: +6% mind Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Disarm immunity: +10% When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinuvena (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 4 acid Changes stats: +6 Str Changes resistances: +18% acid Changes resistances penetration: +10% acid Reduces incoming crit damage: 15.00% Light radius: +2 Infravision radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +18% fire A suit of armour made of leather. |
70 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. |
7 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Iviriabeth' (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +2% physical Changes damage: +6% physical Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Mental crit. chance: +3% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Glimmermistress the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Changes stats: +4 Con Changes resistances: +6% blight / +4% physical / +3% light Critical mult.: +10.00% Life regen: +7.00 Equilibrium when hit: +0.16 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Gyvena'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +13 Armour: +4 Defense: +5 (+2 eff.) Changes stats: +4 Con Changes resistances: +9% nature Changes resistances penetration: +9% all Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Branuyon the Blazewing (17/17, 26-31 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 Crit. chance: +10.5% Capacity: 17 Turns elapse between self-loadings: 4 On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 lightning Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. |
8 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Josek the Dwarf Brawler level 16
27th Loss 122nd year of Ascendancy at 13:25 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Josek the Dwarf Brawler level 19
6th Iron 123rd year of Ascendancy at 09:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Josek the Dwarf Brawler level 8
10th Profit 122nd year of Ascendancy at 06:15 see stats
Exterminator
Killed 1000 creatures.By Josek the Dwarf Brawler level 19
6th Iron 123rd year of Ascendancy at 03:37 see stats
Fear me not!
Survived the Fearscape!By Josek the Dwarf Brawler level 24
6th Gold 123rd year of Ascendancy at 16:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Josek the Dwarf Brawler level 24
9th Steel 123rd year of Ascendancy at 14:55 see stats
Level 10
Got a character to level 10.By Josek the Dwarf Brawler level 10
25th Profit 122nd year of Ascendancy at 22:16 see stats
Level 20
Got a character to level 20.By Josek the Dwarf Brawler level 20
21st Iron 123rd year of Ascendancy at 06:28 see stats
Poisonous
Sided with the assassin lord.By Josek the Dwarf Brawler level 18
26th Shortage 122nd year of Ascendancy at 08:41 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Josek the Dwarf Brawler level 5
19th Voratun 122nd year of Ascendancy at 08:42 see stats
The secret city
Discovered the truth about mages.By Josek the Dwarf Brawler level 18
14th Shortage 122nd year of Ascendancy at 03:26 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Josek the Dwarf Brawler level 16
27th Loss 122nd year of Ascendancy at 21:10 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Josek the Dwarf Brawler level 17
13rd Shortage 122nd year of Ascendancy at 07:54 see stats
Log
Grave wight's is vulnerable to attacks and effects!
Josek breathes lightning!
You collect a new ingredient: vial of wight ectoplasm (1).
Josek hits Grave wight for 97 physical, 70 physical, 7 lightning, 7 lightning, 123 physical, 76 physical, 7 lightning, 146 lightning (536 total damage).
Josek killed Grave wight!
Josek hits Something for (22 parried), 98 physical, 11 lightning (110 total damage).
Something performs a melee critical strike against Josek!
Josek is poisoned!
Something performs a melee critical strike against Josek!
Something hits Josek for (16 flat reduction), 176 physical, (16 flat reduction), 111 physical (288 total damage).
Josek is recovering from the damage!
Deadly Poison from Arelrarin the Guardian hits Josek for (16 flat reduction), 42 nature (42 total damage).
Arelrarin the Guardian uses Deadly Strikes.
Arelrarin the Guardian performs a melee critical strike against Josek!
Arelrarin the Guardian aims carefully.
Melee retaliation hits Arelrarin the Guardian for 7 nature, 7 nature (16 total damage).
Arelrarin the Guardian hits Josek for (16 flat reduction), 229 physical, (16 flat reduction), 85 physical (315 total damage).
Josek misses Arelrarin the Guardian.
Josek hits Arelrarin the Guardian for (22 parried), 74 physical, 8 lightning (83 total damage).
Arelrarin the Guardian activates Insidious Poison.
Arelrarin the Guardian deactivates Numbing Poison.
Arelrarin the Guardian uses Flurry.
Arelrarin the Guardian roars triumphantly.
Arelrarin the Guardian performs a melee critical strike against Josek!
Arelrarin the Guardian performs a melee critical strike against Josek!
Melee retaliation hits Arelrarin the Guardian for 7 nature, 10 nature, 10 nature, 10 nature, 10 nature, 10 nature (58 total damage).
Arelrarin the Guardian hits Josek for (16 flat reduction), 91 physical (92 total damage).
Josek the level 25 dwarf brawler was raked to death by Arelrarin the Guardian on level 1 of Ruined Dungeon.



































































































