











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 27 / 71% |
| Size | huge |
| Lifes / Deaths | Killed by brecklorn at level 15 on the 14th Dusk 122nd year of Ascendancy at 17:56 0 / 8Killed by Celia at level 24 on the 2nd Decay 122nd year of Ascendancy at 07:43 Killed by skeleton master archer at level 24 on the 2nd Decay 122nd year of Ascendancy at 09:34 Killed by wretchling at level 26 on the 6th Regrowth 123rd year of Ascendancy at 06:46 Killed by The Master at level 27 on the 9th Regrowth 123rd year of Ascendancy at 07:15 Killed by ghoulking at level 27 on the 9th Regrowth 123rd year of Ascendancy at 09:31 Killed by The Master at level 27 on the 9th Regrowth 123rd year of Ascendancy at 11:37 Killed by The Master at level 27 on the 9th Regrowth 123rd year of Ascendancy at 11:57 |
Primary Stats
| Strength | 123 (base 49) |
| Dexterity | 38 (base 25) |
| Constitution | 59 (base 46) |
| Magic | 20 (base 10) |
| Willpower | 35 (base 10) |
| Cunning | 36 (base 10) |
Resources
| Life | -228/845 |
| Stamina | 220/240 |
| Healing Factor | 1.7451133323992 |
| Regeneration | 33.412205925556 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 28.894014938291 |
| See Invisible | 43.894014938291 |
Offense: Mainhand
| Damage | 211 |
| Accuracy | 62 |
| Crit Chance | 46% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Arcane | +45% |
| Cold | +25% |
| All | 0% |
| Darkness | +3% |
| Light | +20% |
| Physical | +8% |
| Mind | +8% |
| Lightning | +25% |
| Fire | +52% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +18% |
| Lightning | +38% |
| Fire | +45% |
| Temporal | +28% |
| Darkness | +38% |
| Arcane | +38% |
| Cold | +58% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 60 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Arcane | + 17%( 70%) |
| Mind | + 39%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 49%( 70%) |
| Physical | + 29%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 592 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 3 arcane, 4 lightning |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished 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. * 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 unlocked the hall of reflections. * 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: 80. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 xorn fragment. * You've found the needed sandworm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. 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 vial of greater demon bile. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed vial of wight ectoplasm. * '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 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 within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | pair of hardened leather boots 'Pitchbliss' (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Wil +4 Cun +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +30 (+6 eff.) Dmg.mod +3% darkness Res.pen +5% physical Apr +2 ----- def ----- Armour +3 Phys.save +7 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +5 (+3 eff.) A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Relgegorn (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +8 Wil dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) Dmg.mod +11% acid +8% mind Acc +10 (+3 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +16% acid +18% mind +5% arcane Phys.save +19 (+5 eff.) Mind.save +13 (+7 eff.) Die.at -60.00 life ---------- misc Max.psi +17.00 A pointy cloth hat, very wizardly... |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 89 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 9/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | Eradin the Woebreak1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +25% darkness Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +12% mind +9% darkness Spell.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | elemental stralite greatsword of shearing (50-81 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Arcane/Master Power 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 29 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +27% fire Res.pen +13% all +7% fire Acc +21 (+5 eff.) Apr +10 Massive two-handed swords. |
| On hands | Bykhad (5 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +4 Mag +5 Cun dps ---------- Phys.crit +13.0% Spell.crit +10% Mind.crit +11% Crit.mult +12.00% Dmg.mod +8% arcane ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Crit.dmg- 15.00% Phys.save +9 (+2 eff.) Disease- +20% Stun/Frz- +10% ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | volcanic hardened leather armour of Eyal (9 def, 13 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +13 Defense +9 (+4 eff.) Fatigue +8% Resists +14% fire +18% physical Max.HP +35.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
| Cloak | Starbait the linen cloak (12 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Defense +12 (+5 eff.) Resists +1% physical Phys.save +6 (+1 eff.) Spell.save +9 (+3 eff.) ---------- misc Light +2 See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Raintrail'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Wil +6 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +12% arcane Res.pen +20% cold +15% temporal Phasing +30% Melee Ret 4 blight ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.60 Mana/s.crit +2.00 Amulets make your neck look great! |
Inventory
Rune of the Rift (290.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 290.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 7; phase 17; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
serendipitous stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +5 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Unseen.red 12% Blind- +19% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's stralite ring of sensing0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Blind- +32% ---------- misc Infravis +4 See.Stealth +8 See.Invis +9 Rings make your fingers look great! |
titan's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+1 eff.) Rings make your fingers look great! |
warrior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +6 Resists +24% lightning Rings make your fingers look great! |
Colaryem (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
enhanced dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Str +9 Dex +5 Mag +10 Wil +5 Cun +7 Con Massive two-handed swords. |
Saleth the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +4 (+2 eff.) Dmg.mod +3% acid Acc +20 (+5 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +3% acid Mind.save +7 (+4 eff.) A belt that goes around your waist. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+5 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 33.41 to 41.76 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Splendourtrail the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex +5 Mag dps ---------- Melee Ret 6 acid 4 light ----- def ----- Armour +4 Fatigue +4% Resists +8% cold ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Kindleblow (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +5% light ----- def ----- Fatigue -5% Phys.save +6 (+1 eff.) Spell.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature 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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 200 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Uncle Mike the Cornac Berserker level 16
48th Dusk 122nd year of Ascendancy at 19:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Uncle Mike the Cornac Berserker level 17
54th Dusk 122nd year of Ascendancy at 07:30 see stats
Earth Master
Killed Harkor'Zun.By Uncle Mike the Cornac Berserker level 21
52nd Haze 122nd year of Ascendancy at 08:23 see stats
Exterminator
Killed 1000 creatures.By Uncle Mike the Cornac Berserker level 19
15th Haze 122nd year of Ascendancy at 17:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Uncle Mike the Cornac Berserker level 20
25th Haze 122nd year of Ascendancy at 13:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Uncle Mike the Cornac Berserker level 23
67th Haze 122nd year of Ascendancy at 22:17 see stats
Level 10
Got a character to level 10.By Uncle Mike the Cornac Berserker level 10
2nd Flare 122nd year of Ascendancy at 09:36 see stats
Level 20
Got a character to level 20.By Uncle Mike the Cornac Berserker level 20
19th Haze 122nd year of Ascendancy at 04:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Uncle Mike the Cornac Berserker level 18
3rd Haze 122nd year of Ascendancy at 21:34 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Uncle Mike the Cornac Berserker level 23
67th Haze 122nd year of Ascendancy at 23:02 see stats
The Arena
Unlocked Arena mode.By Uncle Mike the Cornac Berserker level 6
2nd Mirth 122nd year of Ascendancy at 23:55 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Uncle Mike the Cornac Berserker level 17
49th Dusk 122nd year of Ascendancy at 17:28 see stats
The secret city
Discovered the truth about mages.By Uncle Mike the Cornac Berserker level 6
79th Pyre 122nd year of Ascendancy at 15:04 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Uncle Mike the Cornac Berserker level 17
49th Dusk 122nd year of Ascendancy at 04:54 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Uncle Mike the Cornac Berserker level 27
9th Regrowth 123rd year of Ascendancy at 06:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Uncle Mike the Cornac Berserker level 19
14th Haze 122nd year of Ascendancy at 22:28 see stats
Unstoppable
Returned from the dead.By Uncle Mike the Cornac Berserker level 27
9th Regrowth 123rd year of Ascendancy at 11:38 see stats
Log
Lord of Skulls (warrior) hits Uncle Mike for 44 physical, 59 physical (104 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (3 absorbed), 1 fire, (3 absorbed), 1 cold, (3 absorbed), 1 lightning, (3 absorbed), 1 arcane, (1 absorbed), 0 fire, (1 absorbed), 0 cold, (1 absorbed), 0 lightning, (1 absorbed), 0 arcane, (2 absorbed), 1 fire, (1 absorbed), 1 cold, (1 absorbed), 1 lightning, (1 absorbed), 1 arcane, (3 absorbed), 1 fire, (3 absorbed), 1 cold, (3 absorbed), 1 lightning, (3 absorbed), 1 arcane, (1 absorbed), 0 fire, (1 absorbed), 0 cold, (1 absorbed), 0 lightning, (1 absorbed), 0 arcane, (2 absorbed), 1 fire, (1 absorbed), 1 cold, (1 absorbed), 1 lightning, (1 absorbed), 1 arcane (17 total damage).
The Master casts Congeal Time.
Ghoul misses Uncle Mike.
Lord of Skulls (warrior) slows down.
Talent Rune: Prismatic is ready to use.
Uncle Mike feels pain again.
Ghoul receives 72 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Uncle Mike for 16 blight damage.
Dread receives 54 healing from Ghoul's purging blight area effect.
The Master receives 60 healing from Ghoul's purging blight area effect.
Dread receives 54 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) receives 54 healing from Ghoul's purging blight area effect.
Dread receives 54 healing from Ghoul's purging blight area effect.
Uncle Mike shrugs off the effect 'Congeal Time'!
Dread casts Burning Hex.
Uncle Mike shrugs off Dread's 'Burning Hex'!
Dread casts Burning Hex.
Uncle Mike shrugs off Dread's 'Burning Hex'!
Dreadmaster casts Mind Disruption.
Uncle Mike shrugs off the effect 'Confused'!
Melee retaliation hits Dread for 2 fire, 2 cold, 2 lightning, 2 arcane, 1 fire, 0 cold, 0 lightning, 0 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (14 total damage).
Dread hits Uncle Mike for 28 physical damage.
Uncle Mike is confused and fails to use Attack.
Ghoul misses Uncle Mike.
The Master casts Freeze.
The Master hits Uncle Mike for 205 cold damage.
Uncle Mike the level 27 cornac berserker was chilled to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
Uncle Mike no longer revels in blood quite so much.



















































































