
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Bulwark | 
| Level / Exp | 18 / 6% | 
| Size | medium | 
| Lifes / Deaths | Killed by orc corruptor at level 16 on the 12nd Wealth 122nd year of Ascendancy at 13:12 2 / 3Killed by Silulenne the master vampire at level 17 on the 25th Wealth 122nd year of Ascendancy at 10:21 Killed by Silulenne the master vampire at level 17 on the 25th Wealth 122nd year of Ascendancy at 12:33  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 73 (base 46) | 
| Dexterity | 24 (base 21) | 
| Constitution | 41 (base 19) | 
| Magic | 8 (base 10) | 
| Willpower | 25 (base 14) | 
| Cunning | 19 (base 13) | 
Resources
| Life | 833/833 | 
| Stamina | 178/178 | 
| Healing Factor | 1.3481403954777 | 
| Regeneration | 4.944368231312 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| See Stealth | 5 | 
| See Invisible | 8 | 
Offense: Mainhand
| Damage | 92 | 
| Accuracy | 48 | 
| Crit Chance | 18% | 
| APR | 10 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +16% | 
| Acid | +6% | 
| Cold | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +5% | 
| Cold | +11% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 75.589291872307 (96.438666929426%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 50 | 
| Physical Save | 53 | 
| Spell Save | 37 | 
| Mental Save | 32 | 
Defense: Resistances
| Acid | + 18%( 70%) | 
| Physical | + 2%( 70%) | 
| Cold | + 45%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 32%( 70%) | 
| Temporal | + 8%( 70%) | 
| Lightning | + 8%( 70%) | 
| Fire | + 6%( 70%) | 
| Nature | + 30%( 70%) | 
Defense: Immunities
| Disarm Resistance | 50% | 
| Stun Resistance | 50% | 
| Pinning Resistance | 24% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 72% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 50 then cleanse 1 wound, poison, and disease effect.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield defense | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Shield offense | 1.50 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 3/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
| talent | Shield Wall | 
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 | 
You failed to protect the lost defiler from death by large brown snake. Escort: lost defiler (level 1 of Old Forest) | failed | 
You failed to protect the lost defiler from death by giant venus flytrap. Escort: lost defiler (level 3 of Old Forest) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (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 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+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 | 
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 | 
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal..  | active | 
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of faeros ash. * You've found the needed ice wyrm tooth. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root.  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
Equipment
| On feet |  Adurinne (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal ---------- misc Stam/turn +3.00 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +3 See.Stealth +5 See.Invis +5 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 |  Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
| Tool |  iron pickaxe of wreckage (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.49 cold and 12.60 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch.  | 
| On fingers |  titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+3 eff.) Max.HP +23.00 Disarm- +24% Pinning- +24% Knockbk- +22% Rings make your fingers look great!  | 
| Around waist |  rough leather belt 'Lorildil'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +12% darkness +1% physical Max.HP +32.00 A belt that goes around your waist.  | 
| In main hand |  stormbringer's dwarven-steel waraxe of crippling (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +10 lightning +21 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Mov.spd +20% Res.pen +5% lightning +11% cold One-handed war axes.  | 
| On hands |  dwarven-steel gauntlets 'Eilinylaith' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +6% physical Acc +20 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +1% physical Phys.save +5 (+1 eff.) Mind.save +7 (+4 eff.) Disarm- +26% ---------- misc Stam/turn +3.00 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.  | 
| In off hand |  Wrathroot's Barkwood (9 def, 10 armour, 133% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 134% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield.  | 
| Cloak |  cashmere cloak 'Porobeth' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun +5 Dex ----- def ----- Defense +2 (+1 eff.) Resists +18% acid +6% fire Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  fortifying steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +9 Fatigue +22% Max.HP +37.00 A suit of armour made of metal plates.  | 
Inventory
 healing infusion (heal 44; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 44 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 blink rune of the warrior (range 6; phase 20; cd 14)0.1 T1 rune scroll [Ego] 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: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the duelist (absorb 82; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 82 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune (absorb 71; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 71 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the duelist (absorb 145; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 145 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 166 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.  | 
 mule's steel ring of the mountain (+12%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Fatigue -4% Resists +12% physical ---------- misc Max.enc +22 Rings make your fingers look great!  | 
 acidic dwarven-steel battleaxe (139% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes.  | 
 Cuthygrim the steel dagger (114% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 114% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +12 arcane On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +3% arcane +6% mind Res.pen +5% physical Acc +8 (+2 eff.) Apr +6 Melee Ret 4 arcane Sharp, short and deadly.  | 
 acidic steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly.  | 
 balanced dwarven-steel dagger of vileness (119% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 blight On Hit: * 16% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, short and deadly.  | 
 hateful dwarven-steel dagger of daylight (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Psionic Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 darkness +9 light Against +7% Living +12% Undead Sharp, short and deadly.  | 
 hateful dwarven-steel dagger of the mystic (122% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Psionic Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +5% Living While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +7 (+7 eff.) Sharp, short and deadly.  | 
 manaburning steel dagger of massacre (119% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 14 arcane resource burn Sharp, short and deadly.  | 
 flaming steel greatsword of massacre (134% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 134% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +13 fire Massive two-handed swords.  | 
 inquisitor's iron longsword of shearing (102% power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Disrupt/Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Deals 34 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% all Acc +8 (+2 eff.) Apr +5 Sharp, long, and deadly.  | 
 Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 236.15 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar.  | 
 nature's vined mindstar of life (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +10.00 HP.reg +0.70 Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mighty hardened leather sling of acid4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +13% acid Slings are used to hurl stones or metal shots at your foes.  | 
 shimmering ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% cold ---------- misc Mana/turn +0.12 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 shimmering ash vilestaff of fate (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.18 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 shimmering elm starstaff (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ---------- misc Mana/turn +0.11 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.45 cold damage and 3.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river.  | 
 dwarven-steel waraxe of projection (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes.  | 
 flaming steel waraxe of massacre (114% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +9 fire One-handed war axes.  | 
 Belorig1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% acid ----- def ----- Defense +10 (+5 eff.) Resists +16% fire +6% light +7% cold A belt that goes around your waist.  | 
 focusing cashmere robe of fire (+16%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +11% all +16% fire ---------- misc Mana/turn +0.15 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven woollen robe of corrosion (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +13% acid ----- def ----- Resists +19% acid +9% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 spellwoven woollen robe of light (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +9% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 woollen robe of frost (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +9% all +18% cold A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid.  | 
 Eclipsespiker the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal +3% darkness Mind.save +3 (+2 eff.) ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 bladed dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +10% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 446.2 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 fortifying iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +31.00 A suit of armour made of mail.  | 
 impenetrable dwarven-steel mail armour of temporal resistance (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +17% temporal A suit of armour made of mail.  | 
 stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail.  | 
 prismatic cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% fire +14% light +12% darkness A suit of armour made of leather.  | 
 prismatic hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +17% acid +12% light +10% darkness A suit of armour made of leather.  | 
 rejuvenating hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +21% cold HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather.  | 
 rejuvenating rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning HP.reg +2.20 ---------- misc Stam/turn +0.70 A suit of armour made of leather.  | 
 Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean.  | 
 flaming dwarven-steel shield of fire resistance (+20%) (0 def, 6 armour, 135% power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 136% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 9 fire ----- def ----- Armour +6 Fatigue +8% Resists +20% fire ---------- misc Talents +1 Block Handheld deflection devices.  | 
 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.  | 
 140 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 5 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 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 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.  | 
 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 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.  | 
 Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd 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 20% 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.  | 
 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.  | 
 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.  | 
 pouch of steel shots of erosion (10/14, 118% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 118% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 Ranged+ +8 nature Shots are used with slings to pummel your foes to death.  | 
 The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking.  | 
 2 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.  | 
 4 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.  | 
 2 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.  | 
 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By Reoms the Dwarf Bulwark level 16
12nd Wealth 122nd year of Ascendancy at 14:02 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Reoms the Dwarf Bulwark level 8
25th Voratun 122nd year of Ascendancy at 10:56 see stats
			Earth Master
			Killed Harkor'Zun.By Reoms the Dwarf Bulwark level 15
44th Profit 122nd year of Ascendancy at 22:22 see stats
			Level 10
			Got a character to level 10.By Reoms the Dwarf Bulwark level 10
27th Profit 122nd year of Ascendancy at 16:39 see stats
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Reoms the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 23:01 see stats
			The secret city
			Discovered the truth about mages.By Reoms the Dwarf Bulwark level 16
45th Profit 122nd year of Ascendancy at 21:58 see stats
Log
Digging starts...
Dug for 13 turns.
Reoms uses Dig.
Digging starts...
Dug for 13 turns.
Reoms uses Dig.
Digging starts...
Dug for 13 turns.
You don't see how to get there...
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Ran for 32 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: interesting terrain).
Reoms deactivates Shield Wall.
Reoms activates Shield Wall.
You don't see how to get there...
You don't see how to get there...
Ran for 2 turns (stop reason: interesting terrain).



































































































