










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.5 Forbidden Cults 1.5.9Official 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 | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 22 / 28% |
| Size | big |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 15 on the 40th Profit 122nd year of Ascendancy at 23:16 0 / 6Killed by Beleriatira the ultimate gwelgoroth at level 19 on the 3rd Dearth 122nd year of Ascendancy at 18:35 Killed by Voriwe the bandit at level 20 on the 13rd Dearth 122nd year of Ascendancy at 19:17 Killed by Ce'Nurin the thief at level 22 on the 18th Dearth 122nd year of Ascendancy at 07:14 Killed by Aeryrekira the giant lightning ant at level 22 on the 19th Dearth 122nd year of Ascendancy at 00:44 Killed by Kralci at level 22 on the 19th Dearth 122nd year of Ascendancy at 00:51 |
Primary Stats
| Strength | 60 (base 41) |
| Dexterity | 12 (base 11) |
| Constitution | 59 (base 44) |
| Magic | 12 (base 10) |
| Willpower | 23 (base 19) |
| Cunning | 10 (base 10) |
Resources
| Life | 819/819 |
| Stamina | 210/210 |
| Healing Factor | 1.32096069869 |
| Regeneration | 10.780752351066 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 52 |
| Crit Chance | 34% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Nature | +7% |
| Temporal | +11% |
| Mind | +14% |
| Lightning | +6% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| Lightning | +15% |
| Cold | +12% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 60.08934837382 (81.030927835052%) |
| Defense | 21 |
| Ranged Defense | 30 |
| Fatigue | 29 |
| Physical Save | 44 |
| Spell Save | 36 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 68%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 17%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Teleport Resistance | 5% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 15% |
| Disarm Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 267 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 302 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 346% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 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 |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You failed to protect the worried loremaster from death by ritch flamespitter. Escort: worried loremaster (level 2 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. | 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 within1 lumberjacks have died. | 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 iron boots 'Tulugorn' (9 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +8.0% Physical power: +6 (+2 eff.) Armour: +9 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Neryssra the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +30% acid Changes damage: +6% mind Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Dairelathafast the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Str / +2 Mag / +4 Con Changes resistances: +14% light / +13% darkness Physical save: +11 (+4 eff.) Mental save: +8 (+4 eff.) Life regen: +0.40 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Dagymaldir the dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +2 Str Changes resistances: +2% physical Changes resistances penetration: +25% physical Changes damage: +8% mind / +8% fire Mental save: +8 (+4 eff.) Life regen: +1.00 Maximum life: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Flashzeal the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to blind Changes resistances: +12% light / +17% temporal Changes damage: +11% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| On fingers | RelgechikInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Str / +2 Mag / +2 Con Changes resistances: +20% acid Changes damage: +13% acid Grants telepathy: Dragon Rings can have magical properties. |
| Around waist | Glintresolve the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +1 Wil Changes resistances: +9% light Spell save: +6 (+3 eff.) Light radius: +1 Size category: +1 A belt that goes around your waist. |
| In main hand | Chalikan (36-57.6 power, 6 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +14 ice When wielded/worn: Armour penetration: +8 Physical crit. chance: +10.0% Physical power: +6 (+2 eff.) Armour: +10 Changes resistances penetration: +12% cold / +10% temporal Critical mult.: +17.00% Massive two-handed swords. |
| On hands | Undeathpassion the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 7 nature Damage when hit (Melee): 8 nature Changes stats: +3 Dex Changes resistances: +6% nature Changes damage: +7% nature Life regen: +1.50 Stamina each turn: +0.70 Maximum stamina: +15.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | steel plate armour 'Xerewen' (4 def, 11 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +22% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 physical Changes resistances: +7% acid / +6% physical / +7% cold Allows you to breathe in: water Physical save: +10 (+3 eff.) Poison immunity: +10% Disarm immunity: +10% Pinning immunity: +10% Teleport immunity: +5% A suit of armour made of metal plates. |
| Cloak | Duridrahad (1 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +12 Defense: +1 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% acid / +14% cold / +3% mind Poison immunity: +5% Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Chargedeath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +6 Con Changes resistances penetration: +15% lightning Changes damage: +6% lightning Physical save: +11 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +11 (+5 eff.) Only die when reaching: -40.00 life Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion (resist 25%; cure mental) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Brodevon the GreenstarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +11 Changes resistances: +7% physical / +3% nature / +3% light Changes resistances penetration: +20% nature Critical mult.: +14.00% Spell save: +20 (+8 eff.) Blindness immunity: +24% Stamina each turn: +0.30 Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 153 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding gold amulet of mastery (0.12 Technique / Two-handed assault)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Talent mastery: +0.12 Technique / Two-handed assault Stun/Freeze immunity: +25% Amulets can have magical properties. |
steel amulet 'Chamythad'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +6% acid / +1% physical / +6% darkness / +6% blight / +6% cold Spell save: +15 (+6 eff.) Life regen: +1.70 Amulets can have magical properties. |
DuathelvenomInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +28% cold / +12% nature / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +14% cold Reduces incoming crit damage: 15.00% Physical save: +20 (+7 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.mule's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +0.60 Maximum life: +44.00 Healing mod.: +11% Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced steel battleaxe of erosion (22.5-33.75 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature / +9 temporal When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+5 eff.) Disarm immunity: +35% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.hateful steel battleaxe of daylight (22.5-33.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 darkness / +10 light Damage against: +10% Living / +10% Undead Massive two-handed battleaxes. |
Eilinyvea the Magmapeal (26-41.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +7 blight / +10 light / +10 darkness Burst (radius 2) on crit: +8 fire Damage against: +9% Undead / +10% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Prismguile the steel greatsword (25.5-40.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +12 acid When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 4 light Changes resistances: +3% light Changes damage: +12% light Disarm immunity: +42% Massive two-handed swords. |
steel greatsword 'Morningvengeance' (45.5-72.8 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 45.5 - 72.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 25% chance to put talents on cooldown When wielded/worn: Changes resistances: +3% nature / +6% blight Changes resistances penetration: +5% light Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Tomaruigrim the dwarven-steel longsword (32.5-45.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +5 Dex / +4 Cun Changes resistances: +3% blight Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+2 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.chilling steel longsword (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.creative mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +6.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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.Rootweeper (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +12 nature When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -6% Effects on melee hit: * 7% chance to blind Changes stats: +5 Con / +2 Wil Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +2% Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Wildnaught the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% fire Changes damage: +6% nature / +18% fire Maximum life: +30.00 A belt that goes around your waist. |
nightruned hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% blight / +7% light / +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Brighthue the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +8 Str / +2 Cun / +4 Con Changes resistances: +18% fire Changes damage: +7% nature Reduces incoming crit damage: 15.00% Poison immunity: +22% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Urtheromimas (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Changes resistances penetration: +15% mind Changes damage: +3% mind Grants telepathy: Humanoid/Orc Physical save: +9 (+3 eff.) Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +7% lightning / +7% temporal A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.alchemist's rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 3 fire / 4 lightning / 4 cold Changes stats: +3 Wil / +3 Mag Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dairorand the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Armour: +4 Fatigue: +4% Changes resistances: +16% cold Changes resistances penetration: +10% physical Allows you to breathe in: water Critical mult.: +3.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Delutokath the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +3 Str Changes resistances: +1% physical Life regen: +0.40 Stamina each turn: +0.20 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 218.1 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.iron helm 'Isserek' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 8 blight Changes stats: +3 Mag / +5 Con Changes resistances: +15% blight / +5% darkness Grants telepathy: Dragon Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.prismatic iron mail armour of clarity (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% darkness / +6% mind / +11% light Mental save: +11 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour of cold resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +18% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour of temporal resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +15% temporal A suit of armour made of mail. |
Blastfame the dwarven-steel plate armour (5 def, 16 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 4 lightning Changes resistances: +24% fire / +13% light / +11% darkness Changes resistances penetration: +5% fire A suit of armour made of metal plates. |
Chalihir (19 def, 32 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +19 (+10 eff.) Fatigue: +26% Changes stats: +4 Cun Changes resistances: +6% darkness / +6% fire / +5% arcane / +18% mind Mental save: +37 (+16 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.gloomy steel shield (6 def, 2 armour, 44 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * 7% chance to cause random gloom Effects when hit in melee: * 13% chance to cause random gloom Talent granted: +2 Block Handheld deflection devices. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
59 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. |
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. |
2 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
Scrying OrbPowered 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+5 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
3 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. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Kralci the Dwarf Berserker level 21
16th Dearth 122nd year of Ascendancy at 05:18 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kralci the Dwarf Berserker level 6
25th Voratun 122nd year of Ascendancy at 23:48 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Kralci the Dwarf Berserker level 20
13rd Dearth 122nd year of Ascendancy at 04:58 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kralci the Dwarf Berserker level 10
17th Profit 122nd year of Ascendancy at 12:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kralci the Dwarf Berserker level 20
12nd Dearth 122nd year of Ascendancy at 06:02 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Kralci the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 05:27 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kralci the Dwarf Berserker level 7
1st Acquisition 122nd year of Ascendancy at 22:34 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Kralci the Dwarf Berserker level 14
35th Profit 122nd year of Ascendancy at 12:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kralci the Dwarf Berserker level 17
5th Wealth 122nd year of Ascendancy at 19:38 see stats
Log
Restless Night from Emiyann the giant carpenter ant hits Kralci for (17 refused), 0 mind (0 total damage).
Kralci uses Infusion: Regeneration.
Kralci starts regenerating health quickly.
Emiyann the giant carpenter ant uses Sleep.
Kralci has been put to sleep.
Aeryrekira the giant lightning ant is no longer attuned.
Kralci is suffering from insomnia.
Kralci has finished recovering.
Kralci has recovered from poor sleep.
You are asleep and unable to move!
You are asleep and unable to move!
Aeryrekira the giant lightning ant uses Oozebeam.
Aeryrekira the giant lightning ant hits Kralci for 163 nature damage.
Kralci the level 22 dwarf berserker was treehugged to death by Aeryrekira the giant lightning ant on level 4 of Old Forest.
Kralci is no longer sleeping.
You have no more lives left.
Kralci is no longer suffering from insomnia.
Kralci's skin returns to normal.
Kralci is moving less freely.
Kralci stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aeryrekira the giant lightning ant killed Kralci!
Saving done.
Ran for 2 turns (stop reason: interesting character).
Saving game...




























































































