











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 29 / 82% |
| Size | big |
| Lifes / Deaths | Killed by onilug at level 28 on the 32nd Stralite 123rd year of Ascendancy at 02:06 / 2Killed by Grand Corruptor at level 29 on the 8th Profit 123rd year of Ascendancy at 21:36 |
Primary Stats
| Strength | 132 (base 55) |
| Dexterity | 17 (base 11) |
| Constitution | 78 (base 60) |
| Magic | 8 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -364/1246 |
| Stamina | 224/224 |
| Equilibrium | 0 |
| Healing Factor | 1.6325372656298 |
| Regeneration | 32.889344653248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 23.54677130326 |
| See Invisible | 27.54677130326 |
Offense: Mainhand
| Damage | 231 |
| Accuracy | 49 |
| Crit Chance | 21% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +59% |
| Acid | +5% |
| Nature | +7% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +10% |
| Blight | +5% |
| Acid | +15% |
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 37.317011280365 (72.903125182002%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 32 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Nature | + 12%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 18%( 70%) |
| Cold | + 44%( 70%) |
| Fire | + 12%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 599 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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 failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (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 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Emelidhessra the cold drake hatchling. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 talent Spit Poison (+1 level(s)). | done |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Grinysin' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -6% Damage when hit (Melee): 6 blight Changes resistances: +9% acid / +5% fire / +7% cold Changes resistances penetration: +5% blight / +15% acid Changes damage: +3% acid Stamina each turn: +0.70 Maximum life: +39.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Mental save: +11 (+5 eff.) Light radius: +4 See stealth: +7 See invisible: +11 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Korulin the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes resistances: +9% temporal Changes damage: +12% physical Critical mult.: +15.00% Mental save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Xerulrawen the Stormglory [power 476] (14/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Dex Changes resistances penetration: +10% lightning Changes damage: +12% physical Critical mult.: +15.00% Only die when reaching: -40.00 life It can be used to create a shield absorbing up to 476 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 44% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +5.00 Maximum life: +45.00 Healing mod.: +12% Rings make your fingers look great! |
| Around waist | MayalramaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +10 (+4 eff.) Changes stats: +4 Str / +2 Dex Changes damage: +27% physical Stealth bonus: +7 Stamina each turn: +3.00 A belt that goes around your waist. |
| In main hand | Yvinn the Curepanic (58-87 power, 3 apr)Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 47% When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +4 Dex / +13 Wil / +3 Cun / +13 Con Changes resistances penetration: +5% nature / +10% mind Maximum life: +62.00 Mindpower: +15 (+8 eff.) Massive two-handed mauls. |
| On hands | naturalist's hardened leather gloves of sorrow (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to reduce all saves and defense by 21 Damage (Melee): 10 mind / 10 darkness / 5 nature Changes resistances: +5% nature Changes damage: +5% nature Mental save: -12 (-6 eff.) Mindpower: +5 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Glacierbender (20 def, 14 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +14 Defense: +20 (+7 eff.) Fatigue: +12% Damage when hit (Melee): 2 cold Changes resistances: +12% blight / +21% cold Changes damage: +6% physical Stamina each turn: +2.00 A suit of armour made of mail. |
| Cloak | cashmere cloak 'Beluldatira' (25 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +30 (+6 eff.) Armour: +4 Defense: +25 (+9 eff.) Changes stats: +2 Con Physical save: +9 (+2 eff.) Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Nightstun the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Fatigue: -5% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes resistances: +12% cold Cut immunity: +10% Life regen: +6.00 Amulets make your neck look great! |
Inventory
heroism infusion of the duelist (die at -369; dur 7; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -369 life. The duration and life will increase by 1% for every 1% life you have lost (currently 847 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the warrior (absorb 180; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 180 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength 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 spell talent. |
mindweaver's stralite amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 17% * 9% chance to blind Changes stats: +3 Wil Changes damage: +7% light / +8% darkness Mental save: +5 (+2 eff.) Confusion immunity: +14% Mindpower: +9 (+5 eff.) Amulets make your neck look great! |
restful gold amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Str Life regen: +3.00 Amulets make your neck look great! |
Chameroddadig the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +3 Con Changes damage: +6% mind Physical save: +6 (+2 eff.) Life regen: +2.00 Hate when firing a critical mind attack: +1.00 Maximum life: +60.00 Rings make your fingers look great! |
ScabvalorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 47% Changes resistances: +20% acid / +12% nature Changes resistances penetration: +5% nature / +10% fire Changes damage: +10% acid Rings make your fingers look great! |
steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 10 light Changes stats: +2 Mag Changes damage: +10% light Rings make your fingers look great! |
stralite ring 'Frigidfist'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 4 cold Changes resistances: +3% physical / +26% fire Changes resistances penetration: +10% physical Changes damage: +13% fire Physical save: +9 (+2 eff.) Rings make your fingers look great! |
Shadowbraid the stralite greatmaul (54-82 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 arcane Damage (radius 1) on hit: +16 arcane / +24 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +2 Cun / +1 Wil Changes damage: +12% darkness Critical mult.: +15.00% Mental save: +3 (+1 eff.) Maximum hate: +6.00 Massive two-handed mauls. |
Salogarin (8 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Changes resistances: +3% physical / +5% arcane / +12% darkness Physical save: +5 (+1 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunire the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +30 (+6 eff.) Defense: +2 (+1 eff.) Changes resistances: +15% nature / +13% blight Changes resistances penetration: +10% light Physical save: +15 (+4 eff.) Life regen: +2.00 Light radius: +3 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningclash (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +1.0% Armour: +8 Damage (Melee): 10 physical Changes resistances: +6% mind Changes resistances penetration: +25% lightning Changes damage: +5% physical Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pyremoon the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% physical / +3% fire Critical mult.: +20.00% Life regen: +2.00 Stamina each turn: +0.60 Vim when firing critical spell: +2.00 Maximum stamina: +11.00 Spell crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Aeraba' (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Damage when hit (Melee): 2 mind Changes resistances: +9% cold / +16% nature / +3% temporal Changes damage: +11% nature Healing mod.: +20% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
troll-hide hardened leather armour of Toknor (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Critical mult.: +10.00% Life regen: +5.00 Maximum life: +39.00 Healing mod.: +12% A suit of armour made of leather. |
iron plate armour 'Daimatogund' (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Damage when hit (Melee): 2 acid Changes resistances: +3% lightning / +6% fire / +6% temporal Changes damage: +3% mind Life regen: +2.60 Stamina each turn: +0.60 A suit of armour made of metal plates. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
234 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. |
5 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. |
3 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
focusing iron torque of psionic shield [power 25] (14/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing 'Shadowhunt' [power 188] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +1 Defense: +15 (+5 eff.) Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Changes damage: +3% physical Physical save: +3 (+1 eff.) Only die when reaching: -20.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Standard the Dwarf Berserker level 22
12nd Stralite 123rd year of Ascendancy at 00:21 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Standard the Dwarf Berserker level 21
3rd Gold 123rd year of Ascendancy at 14:40 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Standard the Dwarf Berserker level 11
26th Profit 122nd year of Ascendancy at 13:41 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Standard the Dwarf Berserker level 19
40th Steel 123rd year of Ascendancy at 17:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Standard the Dwarf Berserker level 19
40th Steel 123rd year of Ascendancy at 14:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Standard the Dwarf Berserker level 10
1st Acquisition 122nd year of Ascendancy at 09:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Standard the Dwarf Berserker level 20
1st Gold 123rd year of Ascendancy at 00:57 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Standard the Dwarf Berserker level 19
38th Steel 123rd year of Ascendancy at 00:04 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Standard the Dwarf Berserker level 29
33rd Stralite 123rd year of Ascendancy at 05:25 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Standard the Dwarf Berserker level 21
20th Gold 123rd year of Ascendancy at 06:04 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Standard the Dwarf Berserker level 19
39th Steel 123rd year of Ascendancy at 13:22 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Standard the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 03:32 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Standard the Dwarf Berserker level 29
32nd Stralite 123rd year of Ascendancy at 13:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Standard the Dwarf Berserker level 11
2nd Profit 122nd year of Ascendancy at 11:39 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Standard the Dwarf Berserker level 22
12nd Stralite 123rd year of Ascendancy at 10:11 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Standard the Dwarf Berserker level 25
27th Stralite 123rd year of Ascendancy at 00:39 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Standard the Dwarf Berserker level 19
40th Steel 123rd year of Ascendancy at 02:19 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Standard the Dwarf Berserker level 28
32nd Stralite 123rd year of Ascendancy at 02:06 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Standard the Dwarf Berserker level 27
30th Stralite 123rd year of Ascendancy at 14:00 see stats
Log
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Decrepitude Disease from Grand Corruptor hits Standard for 42 blight damage.
Standard is recovering from the damage!
Grand Corruptor's spell attains critical power!
Standard is afflicted by a weakness disease!
Grand Corruptor's Soul Rot hits Standard for 455 blight damage.
Grand Corruptor casts Cyst Burst.
Grand Corruptor hits Standard for 259 blight damage.
Standard rushes out!
You can only rush to a creature.
Decrepitude Disease from Grand Corruptor hits Standard for 51 blight damage.
Weakness Disease from Grand Corruptor hits Standard for 111 blight damage.
Grand Corruptor casts Blood Grasp.
Grand Corruptor's Blood Grasp hits Standard for 244 blight damage.
Grand Corruptor receives 67 healing from Grand Corruptor's Blood Grasp.
Decrepitude Disease from Grand Corruptor hits Standard for 51 blight damage.
Weakness Disease from Grand Corruptor hits Standard for 111 blight damage.
Grand Corruptor casts Epidemic.
Grand Corruptor's spell attains critical power!
Standard is afflicted by an epidemic!
Standard is free from the decrepitude disease.
Epidemic from Grand Corruptor hits Standard for 136 blight damage.
Weakness Disease from Grand Corruptor hits Standard for 111 blight damage.
Grand Corruptor casts Bone Spear.
Grand Corruptor's spell attains critical power!
Grand Corruptor hits Standard for 583 physical damage.
Standard the level 29 dwarf berserker was battered to death by Grand Corruptor on level 2 of Mark of the Spellblaze.


























































































