










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 19 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by John Doe at level 11 on the 1st Flare 122nd year of Ascendancy at 02:49 0 / 7Killed by Emukira the black jelly at level 11 on the 9th Flare 122nd year of Ascendancy at 22:36 Killed by snow giant boulder thrower at level 16 on the 53rd Regrowth 123rd year of Ascendancy at 18:52 Killed by Celia at level 17 on the 12nd Pyre 123rd year of Ascendancy at 11:24 Killed by Grand Corruptor at level 19 on the 5th Mirth 123rd year of Ascendancy at 07:39 Killed by Grand Corruptor at level 19 on the 5th Mirth 123rd year of Ascendancy at 08:44 Killed by Borfast the Broken at level 19 on the 9th Mirth 123rd year of Ascendancy at 12:57 |
Primary Stats
| Strength | 54 (base 41) |
| Dexterity | 14 (base 11) |
| Constitution | 49 (base 47) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | -51/663 |
| Stamina | 42/212 |
| Healing Factor | 1.4932873839944 |
| Regeneration | 15.323065086426 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 10 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +15% |
| Nature | +5% |
| Mind | +8% |
| Cold | +13% |
| All | +2% |
Offense: Damage Penetration
| Mind | +15% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 45.08934837382 (81.151787968034%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 23 |
| Physical Save | 34 |
| Spell Save | 44 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Light | + 52%( 70%) |
| Darkness | + 23%( 70%) |
| Cold | + 30%( 70%) |
| Fire | + 28%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Disarm Resistance | 31% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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. | active |
You failed to protect the injured seer from death by wretchling. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by John Doe. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
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 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. | active |
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.. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed red crystal shard. * '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.' 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 xorn fragment. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 |
Equipment
| On feet | Xerodherina the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +1 Wil Changes resistances penetration: +15% mind Spellpower on spell critical (stacks up to 3 times): +6 See invisible: +9 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Galebone (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +12% lightning / +11% light / +11% darkness Changes resistances penetration: +5% lightning Changes damage: +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | quick elm wand of shielding [power 110] (6/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | BilebreakerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +3% lightning / +22% cold / +3% darkness / +6% light Changes damage: +3% nature / +11% cold Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 17/20) : Effective talent level: 2.6 Power cost: 20 out of 17/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Haludentir the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 13% Effects when hit in melee: * 30 arcane resource burn Changes damage: +6% mind Critical mult.: +5.00% Physical save: +6 (+3 eff.) Spell save: +22 (+8 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +31% Psi when hit: +0.04 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel plate armour 'Nerikira' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Wil / +5 Cun / +2 Con Changes resistances: +20% fire Critical mult.: +15.00% Mental save: +12 (+6 eff.) Life regen: +5.00 Maximum life: +28.00 Maximum stamina: +20.00 Healing mod.: +12% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
shatter afflictions rune of the titan (absorb 69; cd 18)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: 18 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 69 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 Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
balanced dwarven-steel dagger (16-21 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+7 eff.) Disarm immunity: +29% Sharp, short and deadly. |
mighty yew longbow of lightningRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 lightning When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str Changes damage: +18% lightning Longbows are used to shoot arrows at your foes. |
arcing steel longsword of massacre (18-25 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
dwarven-steel mace of daylight (27-38 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 light Damage against: +8% Undead Blunt and deadly. |
caustic hardened leather slingRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +13 acid / +8 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +7% acid / +11% nature Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 cold When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +1.0% Changes damage: +11% cold Slings are used to hurl stones or metal shots at your foes. |
Fuloleg (20-24 power, 4 apr, blight element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+10 eff.) Damage when hit (Melee): 4 blight Changes stats: +7 Con Changes resistances: +6% blight Changes resistances penetration: +25% arcane Changes damage: +20% blight Talent granted: +1 Command Staff Life regen: +1.00 Only die when reaching: -80.00 life Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of protection (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% cold Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +34.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
shimmering yew vilestaff of illumination (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+7 eff.) Changes damage: +20% blight Talent granted: +1 Command Staff Mana each turn: +0.17 Maximum mana: +40.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 38.55 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cashmere cloak of battle (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+1 eff.) Defense: +2 (+2 eff.) Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of corrosion (+21%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% acid / +9% all Changes damage: +14% acid Mental save: +20 (+10 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Armidunalar the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Changes stats: +2 Dex / +3 Con Changes resistances: +8% lightning / +8% temporal Changes damage: +12% physical Mental save: +12 (+6 eff.) A pair of boots made of leather. |
Armudunalasin (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +7 Cun / +1 Dex Changes resistances: +9% blight Reduces incoming crit damage: 10.00% Maximum stamina: +20.00 Spellpower: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Radiancenaught' (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 2 mind Changes stats: +2 Wil Changes resistances penetration: +5% light / +20% mind Critical mult.: +15.00% Mental crit. chance: +1% Light radius: +3 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cleansing iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +12% nature / +11% blight A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +18% fire Life regen: +2.90 Stamina each turn: +0.60 A suit of armour made of mail. |
cured leather armour of Toknor (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Critical mult.: +11.00% A suit of armour made of leather. |
Titanic (20 def, 18 armour, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+15 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
reinforced stralite shield of physical resistance (+12%) (0 def, 10 armour, 182 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +12% physical Talent granted: +1 Block Handheld deflection devices. |
plaguebringer's quiver of ash arrows of vileness (12/16, 18-26 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 5 Damage (Ranged): +16 blight Arrows are used with bows to pierce your foes to death. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 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. |
Windimmortal the dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +2 Str / +2 Mag Changes resistances: +9% nature / +5% arcane Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 29 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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 204/400. 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. |
powerful ash totem of healing [power 176] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Ay ay captain!
Turn into a pirate!By John Doe the Cornac Berserker level 19
9th Mirth 123rd year of Ascendancy at 06:35 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By John Doe the Cornac Berserker level 17
68th Regrowth 123rd year of Ascendancy at 23:19 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By John Doe the Cornac Berserker level 13
29th Haze 122nd year of Ascendancy at 09:41 see stats
Exterminator
Killed 1000 creatures.By John Doe the Cornac Berserker level 19
9th Mirth 123rd year of Ascendancy at 10:43 see stats
Level 10
Got a character to level 10.By John Doe the Cornac Berserker level 10
2nd Summertide 122nd year of Ascendancy at 15:43 see stats
Size matters
Did over 600 damage in one attack.By John Doe the Cornac Berserker level 16
53rd Regrowth 123rd year of Ascendancy at 22:33 see stats
The Arena
Unlocked Arena mode.By John Doe the Cornac Berserker level 5
78th Pyre 122nd year of Ascendancy at 02:49 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By John Doe the Cornac Berserker level 18
65th Pyre 123rd year of Ascendancy at 10:31 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By John Doe the Cornac Berserker level 18
65th Pyre 123rd year of Ascendancy at 05:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By John Doe the Cornac Berserker level 17
52nd Pyre 123rd year of Ascendancy at 06:18 see stats
Unstoppable
Returned from the dead.By John Doe the Cornac Berserker level 19
5th Mirth 123rd year of Ascendancy at 08:44 see stats
Log
Talent Dig is ready to use.
Borfast the Broken uses Block.
Borfast the Broken is a less furious bunny.
John Doe uses Execution.
John Doe performs a melee critical strike against Borfast the Broken!
John Doe revels in the spilt blood and grows stronger!
John Doe hits Borfast the Broken for (125 blocked), 0 physical, 3 mind, (16 blocked), 0 light (3 total damage).
Melee retaliation hits John Doe for 3 fire damage.
Talent Stunning Blow is ready to use.
Borfast the Broken uses Gnaw.
John Doe is afflicted by ghoul rot!
Melee retaliation hits Borfast the Broken for 0 arcane damage.
Borfast the Broken hits John Doe for 107 physical, 5 cold (112 total damage).
John Doe feels pain again.
Ghoul Rot from Borfast the Broken hits John Doe for 15 blight damage.
John Doe activates Daunting Presence.
Talent Rune: Shielding is ready to use.
Ghoul Rot from Borfast the Broken hits John Doe for 17 blight damage.
Borfast the Broken uses Assault.
Borfast the Broken performs a melee critical strike against John Doe!
Borfast the Broken performs a melee critical strike against John Doe!
A Risen Ghoul rises from the corpse of John Doe.
Melee retaliation hits Borfast the Broken for 0 arcane, 0 arcane, 0 arcane (0 total damage).
Borfast the Broken hits John Doe for 13 physical, 13 fire, 83 physical, 6 cold, 87 physical (202 total damage).
John Doe the level 19 cornac berserker was stabbed to death by Borfast the Broken and offered to his dark Master on level 2 of Dreadfell.
John Doe no longer revels in blood quite so much.
Space restabilizes around you.





































































