Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Marauder |
| Level / Exp | 27 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 21 on the 15th Gold 123rd year of Ascendancy at 05:18 0 / 8Killed by snow giant boulder thrower at level 21 on the 15th Gold 123rd year of Ascendancy at 12:19 Killed by Grand Corruptor at level 24 on the 19th Voratun 123rd year of Ascendancy at 02:35 Killed by Grand Corruptor at level 24 on the 19th Voratun 123rd year of Ascendancy at 07:13 Killed by skeleton master archer at level 25 on the 25th Voratun 123rd year of Ascendancy at 20:00 Killed by skeleton mage at level 27 on the 29th Voratun 123rd year of Ascendancy at 03:12 Killed by barrow wight at level 27 on the 29th Voratun 123rd year of Ascendancy at 17:44 Killed by elven corruptor at level 27 on the 3rd Acquisition 123rd year of Ascendancy at 08:22 |
Primary Stats
| Strength | 90 (base 58) |
| Dexterity | 35 (base 23) |
| Constitution | 43 (base 36) |
| Magic | 14 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 36 (base 16) |
Resources
| Life | -18/813 |
| Stamina | 52/200 |
| Healing Factor | 1.9059826158754 |
| Regeneration | 75.635368673588 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 54 |
| Crit Chance | 26% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 54 |
| Crit Chance | 29% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.85 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Darkness | +5% |
| Fire | +3% |
| Arcane | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 37.92 (81.030927835052%) |
| Defense | 32.375 |
| Ranged Defense | 32.375 |
| Fatigue | 14 |
| Physical Save | 58.85 |
| Spell Save | 51.516666666667 |
| Mental Save | 38.625 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Lightning | + 18%( 70%) |
| Acid | + 47%( 70%) |
| Nature | + 41%( 70%) |
| Blight | + 36%( 70%) |
| Fire | + 33%( 70%) |
| Cold | + 70%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Confusion Resistance | 34% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 573 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 Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 12% for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 827% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| beneficial effect | The target's strength is increased by 7 by the thrill of combat. Bloodrage |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| detrimental effect | Huge cut that bleeds, doing 62.55 physical damage per turn. Bleeding |
| beneficial effect | The target is recovering 8 life each turn and its healing modifier has been increased by 19%. Recovery |
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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | 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 Cunning by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | 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 +2. | 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 +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | 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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 5. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vampire lord fang. * You've found the needed bear paw. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. | 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 within1 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Kilnseam (13/13, 38-53.2 power, 14 apr) Kilnseam (13/13, 38-53.2 power, 14 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Base power: 38.0 - 53.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +14 Physical crit. chance: +5.0% Capacity: 13 Travel speed: +200% Damage when this weapon hits(ranged): +6 darkness Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 fire Damage conversion: 20% fire Damage against: +5% Humanoid Arrows are used with bows to pierce your foes to death. |
| Light source | nightwalker's brass lantern of illusion nightwalker's brass lantern of illusionInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 Defense: +6 Changes stats: +3 Wil Critical mult.: +11.00% Physical save: +12 Spell save: +10 Mental save: +10 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Ce'Netha' (0 def, 3 armour) hardened leather cap 'Ce'Netha' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Con Changes resistances: +5% nature Physical save: +20 Spell save: +6 Mental save: +5 Blindness immunity: +10% Confusion immunity: +15% Maximum life: +40.00 Healing mod.: +12% Life regen bonus (wilder-summons): +3.00 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Erelilehek (0 def, 2 armour) Erelilehek (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 Armour: +2 Changes stats: +4 Str Changes resistances penetration: +10% physical Life regen: +0.40 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tylekath (dig speed 23 turns) Tylekath (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 Changes stats: +2 Str / +3 Dex Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 8 arcane Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hellsvile the stralite ring Hellsvile the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Damage when the wearer is hit: 12 fire Changes resistances: +6% acid / +12% cold Changes damage: +3% fire Maximum encumbrance: +33 Rings can have magical properties. |
| On fingers | sneakthief's stralite ring of warding sneakthief's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +7 Cun / +4 Dex Changes resistances: +16% fire / +17% cold / +10% lightning / +26% acid Rings can have magical properties. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | Aerazor (30.5-42.7 power, 5 apr) Aerazor (30.5-42.7 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage against: +10% Dragon When wielded/worn: Accuracy: +12 Defense: +8 Changes stats: +3 Str / +1 Dex Maximum encumbrance: +10 Physical save: +3 One-handed war axes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 66.76 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Baradur (19 def, 14 armour) Baradur (19 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +19 Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 12 arcane Changes resistances: +21% cold Changes damage: +6% arcane / +6% acid Physical save: +27 Spell save: +14 Mental save: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
Rune of the Rift (226.00 temporal damage, removed from time 4 turns) Rune of the Rift (226.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 11% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
enraging gold amulet of mastery (0.19 Cunning / Survival) enraging gold amulet of mastery (0.19 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 Changes damage: +7% physical Talent mastery: +0.19 Cunning / Survival Combat speed: +10% Amulets can have magical properties. |
Vorunne VorunnePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 6 physical / 6 lightning / 5 blinding Damage when the wearer is hit: 4 physical / 5 lightning / 7 blinding Allows you to breathe in: water See invisible: +9 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
Arthimantir (26-33.8 power, 9 apr) Arthimantir (26-33.8 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes stats: +2 Cun / +3 Wil Changes resistances: +5% arcane Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage when this weapon hits: +10 silence When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 20% Wil, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Getolach (23-32.2 power, 4 apr) Getolach (23-32.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 90% When wielded/worn: Accuracy: +20 Armour penetration: +3 Physical power: +2 Defense: +8 Changes stats: +3 Str / +3 Dex / +1 Con Changes resistances penetration: +10% physical Changes damage: +7% physical Stamina each turn: +0.20 Stamina when hit: +1.10 Blunt and deadly. |
blurring rough leather belt of unlife blurring rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Changes resistances: +5% blight Stealth bonus: +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ravenstrider (0 def, 3 armour) Ravenstrider (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when the wearer is hit: 12 darkness Changes damage: +9% darkness / +9% acid Movement speed: +20% A pair of boots made of leather. |
Cutholin the hardened leather gloves (0 def, 2 armour) Cutholin the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 7 blight Changes resistances: +1% physical / +7% blight Changes damage: +5% blight Blindness immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunyyon (0 def, 2 armour) Gunyyon (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% darkness / +3% lightning / +6% acid Silence immunity: +5% Life regen: +2.80 Stamina each turn: +1.00 Maximum stamina: +14.00 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Brandnaught' (0 def, 2 armour) dwarven-steel gauntlets 'Brandnaught' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +3 Dex Changes resistances: +3% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Abyssbore the dwarven-steel helm (0 def, 4 armour) Abyssbore the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Damage when the wearer hits(melee): 2 fire Changes resistances: +9% temporal Changes resistances penetration: +5% temporal Changes damage: +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
43 alchemist agate 43 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. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 opal 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 Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 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 Gems can be sold for money or used in arcane rituals. |
jade 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 Gems can be sold for money or used in arcane rituals. |
Emathra EmathraInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +1 Str / +1 Dex / +3 Con Changes resistances: +9% blight Life regen: +3.00 Stamina each turn: +0.40 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Mental save: +10 Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 202 power out of 319/400. 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 Chest 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 is 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. |
Ulayagrim the steel torque of mindblast [power 149] (6 cooldown) Ulayagrim the steel torque of mindblast [power 149] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% acid / +6% cold Pinning immunity: +15% New effects duration reduction after a teleport: +30% It can be used to fire a blast of psionic energies in a beam (dam 74-149), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Issuldil the elm totem of thorny skin [power 15] (20 cooldown) Issuldil the elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Mental save: +6 Mental crit. chance: +1% It can be used to harden the skin for 6 turns increasing armour by 15 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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% Gems can be sold for money or used in arcane rituals. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Captain Jack Sparrow the Dwarf Marauder level 13
43rd Profit 122nd year of Ascendancy at 21:07 see stats
Exterminator
Killed 1000 creatures.By Captain Jack Sparrow the Dwarf Marauder level 16
3rd Dearth 122nd year of Ascendancy at 17:10 see stats
Fear me not!
Survived the Fearscape!By Captain Jack Sparrow the Dwarf Marauder level 24
19th Voratun 123rd year of Ascendancy at 11:13 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Captain Jack Sparrow the Dwarf Marauder level 15
29th Wealth 122nd year of Ascendancy at 12:12 see stats
Level 10
Got a character to level 10.By Captain Jack Sparrow the Dwarf Marauder level 10
9th Profit 122nd year of Ascendancy at 22:57 see stats
Level 20
Got a character to level 20.By Captain Jack Sparrow the Dwarf Marauder level 20
24th Loss 122nd year of Ascendancy at 04:48 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Captain Jack Sparrow the Dwarf Marauder level 20
25th Loss 122nd year of Ascendancy at 08:20 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Captain Jack Sparrow the Dwarf Marauder level 20
26th Loss 122nd year of Ascendancy at 04:58 see stats
Size matters
Did over 600 damage in one attack.By Captain Jack Sparrow the Dwarf Marauder level 25
25th Voratun 123rd year of Ascendancy at 18:50 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Captain Jack Sparrow the Dwarf Marauder level 5
19th Voratun 122nd year of Ascendancy at 21:51 see stats
That was close
Killed your target while having only 1 life left.By Captain Jack Sparrow the Dwarf Marauder level 25
25th Voratun 123rd year of Ascendancy at 17:07 see stats
The Arena
Unlocked Arena mode.By Captain Jack Sparrow the Dwarf Marauder level 7
2nd Acquisition 122nd year of Ascendancy at 18:16 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Captain Jack Sparrow the Dwarf Marauder level 21
22nd Iron 123rd year of Ascendancy at 23:27 see stats
The secret city
Discovered the truth about mages.By Captain Jack Sparrow the Dwarf Marauder level 9
4th Profit 122nd year of Ascendancy at 23:57 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Captain Jack Sparrow the Dwarf Marauder level 24
18th Voratun 123rd year of Ascendancy at 06:43 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Captain Jack Sparrow the Dwarf Marauder level 21
22nd Iron 123rd year of Ascendancy at 09:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Captain Jack Sparrow the Dwarf Marauder level 21
14th Gold 123rd year of Ascendancy at 03:21 see stats
Unstoppable
Returned from the dead.By Captain Jack Sparrow the Dwarf Marauder level 27
29th Voratun 123rd year of Ascendancy at 17:44 see stats
Log
Elven mage casts Earthen Missiles.
Captain Jack Sparrow uses Flurry.
Captain Jack Sparrow performs a melee critical strike against Elven corruptor!
Elven corruptor is not dazed anymore.
Elven corruptor is dazed!
Captain Jack Sparrow performs a melee critical strike against Elven corruptor!
Elven corruptor is not dazed anymore.
Captain Jack Sparrow performs a melee critical strike against Elven corruptor!
Elven corruptor vanishes from sight.
Elven corruptor deactivates Secrets of the Eternals.
Elven corruptor is dazed!
Captain Jack Sparrow performs a melee critical strike against Elven corruptor!
Elven corruptor is not dazed anymore.
Captain Jack Sparrow performs a melee critical strike against Elven corruptor!
Captain Jack Sparrow performs a melee critical strike against Elven corruptor!
Captain Jack Sparrow starts to bleed.
Captain Jack Sparrow is recovering from the damage!
Elven mage's Earthen Missiles hits Captain Jack Sparrow for 57 physical, 9 physical (66 total damage).
Elven mage's Earthen Missiles hits Captain Jack Sparrow for 57 physical, 9 physical (66 total damage).
Captain Jack Sparrow hits Elven corruptor for (249 to bones), 0 physical, 5 arcane, 46 darkness, 41 physical, 5 arcane, 221 physical, 5 arcane, 51 darkness, 46 physical, 5 arcane, 246 physical (669 total damage).
Captain Jack Sparrow killed Elven corruptor!
Elven mage's Earthen Missiles hits Captain Jack Sparrow for 57 physical, 9 physical (66 total damage).
Elven mage's Earthen Missiles hits Captain Jack Sparrow for 57 physical, 9 physical (66 total damage).
Elven mage's Earthen Missiles hits Captain Jack Sparrow for 57 physical, 9 physical (66 total damage).
Elven mage's Earthen Missiles hits Captain Jack Sparrow for 57 physical, 9 physical (66 total damage).
Elven blood mage's Drain hits Captain Jack Sparrow for 85 blight damage.
Bleeding from Elven mage hits Captain Jack Sparrow for 57 physical damage.
Elven corruptor casts Bone Spear.
Saving game...
