









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Berserker | 
| Level / Exp | 16 / 47% | 
| Size | big | 
| Lifes / Deaths | Killed by storm wyrm at level 9 on the 1st Summertide 122nd year of Ascendancy at 15:27 0 / 6Killed by storm drake at level 9 on the 1st Summertide 122nd year of Ascendancy at 16:48 Killed by storm drake at level 9 on the 1st Summertide 122nd year of Ascendancy at 17:41 Killed by storm wyrm at level 10 on the 3rd Flare 122nd year of Ascendancy at 17:25 Killed by Novaturient at level 15 on the 70th Dusk 122nd year of Ascendancy at 09:39 Killed by Urkis, the High Tempest at level 16 on the 79th Dusk 122nd year of Ascendancy at 08:22  | 
Primary Stats
| Strength | 43 (base 35) | 
| Dexterity | 27 (base 16) | 
| Constitution | 37 (base 28) | 
| Magic | 14 (base 10) | 
| Willpower | 22 (base 18) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -138/513 | 
| Stamina | 108/156 | 
| Healing Factor | 1.4056521739131 | 
| Regeneration | 9.359542928135 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 10 | 
| Infravision | 1 | 
| ESP Range | 10 | 
| ESP Kinds | humanoid/orc | 
Offense: Mainhand
| Damage | 90 | 
| Accuracy | 56 | 
| Crit Chance | 17% | 
| APR | 2 | 
| Speed | 1.11 | 
Offense: Spell
| Spellpower | 11 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 19 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +10% | 
| Lightning | +10% | 
| Fire | +10% | 
| Temporal | +3% | 
Offense: Damage Penetration
| Mind | +10% | 
Defense: Base
| Armour (hardiness) | 28.317011280365 (73.452380952381%) | 
| Defense | 22 | 
| Ranged Defense | 25 | 
| Fatigue | 11 | 
| Physical Save | 27 | 
| Spell Save | 34 | 
| Mental Save | 21 | 
Defense: Resistances
| Acid | + 13%( 70%) | 
| Arcane | + 12%( 70%) | 
| Mind | + 14%( 70%) | 
| All | + 7%( 70%) | 
| Lightning | + 21%( 75%) | 
| Light | + 35%( 70%) | 
| Temporal | + 16%( 70%) | 
| Fire | + 26%( 70%) | 
| Physical | + 9%( 70%) | 
Defense: Immunities
| Pinning Resistance | 21% | 
| Bleed Resistance | 40% | 
| Disarm Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 24% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 123 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat.  | 
Class Talents
| Technique / Combat veteran | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
| Technique / Berserker's strength | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.50 | 
  | 2/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Technique / Combat techniques | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 0/5 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
| talent | Precise Strikes | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation | 
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1.  | done | 
You failed to protect the lost sun paladin from death by Novaturient. Escort: lost sun paladin (level 4 of Old Forest) | failed | 
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +2.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | 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: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' * You've found the needed warg claw.  | 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 | 
Equipment
| On feet |  miner's pair of iron boots of tirelessness (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  iron helm of constitution (+2) (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: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets.  | 
| On fingers |  marksman's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties.  | 
| On fingers |  steel ring 'Armyrim'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +1 Wil / +1 Con Changes resistances: +5% arcane Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +27.00 Light radius: +3 Rings can have magical properties.  | 
| Around waist |  monstrous rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Str / +3 Con Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist.  | 
| In main hand |  Rhodunarek (38.5-61.6 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage Shield penetration (this weapon only): +40% Damage (Melee): +9 nature Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +2 Dex Changes resistances penetration: +10% mind Massive two-handed swords.  | 
| On hands |  Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 16.14 to 48.41 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.  | 
| Main armor |  Glussra the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +10% Changes stats: +3 Str / +1 Wil / +2 Con Changes resistances: +7% mind Grants telepathy: Humanoid/Orc Mental save: +11 (+6 eff.) Light radius: +3 A suit of armour made of mail.  | 
| Cloak |  Getiran (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +6% acid / +2% physical / +9% temporal Changes damage: +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  serendipitous steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +7 Lck Cut immunity: +40% Healing mod.: +11% Reduce all damage from unseen attackers: 11% 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 172 life. The life healed will increase with your Mindpower. Amulets can have magical properties.  | 
Inventory
 healing infusion (heal 50)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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.  | 
 This item will automatically be transmogrified when you leave the level.healing infusion of the wizard (heal 70) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 sun infusion (rad 5; power 20; turns 3; dispels darkness)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. 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.  | 
 sun infusion of the wizard (rad 6; power 28; turns 4; dispels darkness)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 28) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
 manasurge rune (817% regen over 10 turns; 41 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 817% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 phase door rune of the titan (range 9; power 27; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 shielding rune of the duelist (absorb 202 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 202 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 shielding rune of the sneak (absorb 80 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 80 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 Ravenhacker the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +4 Wil Changes resistances penetration: +5% blight Changes damage: +9% blight / +3% arcane Mental save: +12 (+6 eff.) Confusion immunity: +23% Mana when firing critical spell: +2.00 Mindpower: +12 (+6 eff.) Amulets can have magical properties.  | 
 copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties.  | 
 Huroharadir (35.5-56.8 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 24% chance to cause random gloom Damage (Melee): +20 acid / +16 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +6% acid Changes resistances penetration: +20% acid Massive two-handed swords.  | 
 Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+3 eff.) It can be used to activate talent Battle Call (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it.  | 
 Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 13.20 to 39.60 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.  | 
 VelilrattaInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% blight / +6% fire / +5% arcane / +6% light Reduced damage from: +17% Summoned Physical save: +7 (+4 eff.) Spell save: +3 (+1 eff.) Maximum life: +37.00 Mindpower: +4 (+2 eff.) A belt that goes around your waist.  | 
 Elalle (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Cun Changes resistances: +19% lightning Changes resistances penetration: +20% mind Changes damage: +13% lightning Equilibrium when hit: +0.08 Mindpower: +8 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Hatharendil the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con / +2 Mag Changes damage: +7% nature / +15% arcane Poison immunity: +21% Disease immunity: +21% Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +1.00 Maximum mana: +60.00 Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Blindvile (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 mind Changes resistances: +3% acid / +2% physical / +9% cold / +6% mind / +12% nature Changes damage: +5% mind Spell save: +20 (+8 eff.) Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid.  | 
 Xeryrith the Chargetouch (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% lightning / +6% cold / +3% mind Changes resistances penetration: +5% mind / +15% lightning Changes damage: +12% mind / +4% cold Metal gloves protecting the hands up to the middle of the lower arm.  | 
 This item will automatically be transmogrified when you leave the level.steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% A suit of armour made of metal plates.  | 
 steel plate armour 'Vorabreda' (7 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +7 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +22% Changes resistances: +17% acid Reduces incoming crit damage: 5.00% Mental save: +9 (+5 eff.) Disease immunity: +10% Cut immunity: +20% Stun/Freeze immunity: +10% A suit of armour made of metal plates.  | 
 131 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 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 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.  | 
 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 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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: +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.  | 
 iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 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.  | 
 BrodidramnirInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Maximum hate: +2.00 Maximum psi: +40.00 Light radius: +2 See stealth: +7 See invisible: +7 Heals friendly targets nearby when you use a nature summon: +40 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.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 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.  | 
 elm totem of cure ailments [power 1]  (22/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power.  | 
 5 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.  | 
 supercharged elm wand of clairvoyance [power 9]  (22/8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 38 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Novaturient the Cornac Berserker level 14
32nd Dusk 122nd year of Ascendancy at 04:44 see stats
			Level 10
			Got a character to level 10.By Novaturient the Cornac Berserker level 10
3rd Flare 122nd year of Ascendancy at 08:48 see stats
			The Arena
			Unlocked Arena mode.By Novaturient the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 06:52 see stats
			The Rat Lich
			Killed the terrible Rat Lich.By Novaturient the Cornac Berserker level 14
5th Dusk 122nd year of Ascendancy at 07:19 see stats
			The secret city
			Discovered the truth about mages.By Novaturient the Cornac Berserker level 9
7th Mirth 122nd year of Ascendancy at 15:00 see stats
			The sky is falling!
			Saw a huge meteor falling from the sky.By Novaturient the Cornac Berserker level 12
3rd Dusk 122nd year of Ascendancy at 03:45 see stats
Log
Novaturient has finished recovering.
Novaturient stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits Novaturient for 40 lightning damage.
Hurricane from Urkis, the High Tempest hits Snow giant for 48 lightning damage.
Novaturient hits Snow giant for 12 darkness damage.
Snow giant hits Novaturient for 14 physical, 7 cold (21 total damage).
Snow giant resists the mind attack!
Novaturient hits Snow giant for 50 mind, 9 nature, 8 mind (67 total damage).
Snow giant hits Novaturient for 5 cold damage.
Hurricane from Urkis, the High Tempest hits Novaturient for 71 lightning damage.
Hurricane from Urkis, the High Tempest hits Snow giant for 85 lightning damage.
You collect a new ingredient: snow giant kidney (1).
Novaturient hits Snow giant for 12 darkness damage.
Snow giant hits Novaturient for 13 physical, 7 cold (20 total damage).
Novaturient killed Snow giant!
Hurricane from Urkis, the High Tempest hits Novaturient for 64 lightning damage.
Novaturient feels pain again.
Talent Infusion: Healing is ready to use.
Hurricane from Urkis, the High Tempest hits Novaturient for 64 lightning damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits Novaturient for 67 lightning damage.
The Hurricane around Novaturient dissipates.
Urkis, the High Tempest casts Freeze.
Saving game...






































































