









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 22 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Layotira the gloomy brown bear at level 11 on the 2nd Flare 122nd year of Ascendancy at 03:43 0 / 7Killed by Akrkori the dwarf at level 11 on the 12nd Dusk 122nd year of Ascendancy at 00:09 Killed by Xobeth the bee swarm at level 20 on the 4th Haze 122nd year of Ascendancy at 07:50 Killed by dreaming horror at level 21 on the 6th Haze 122nd year of Ascendancy at 15:47 Killed by Pololbru the halfling at level 21 on the 26th Haze 122nd year of Ascendancy at 04:12 Killed by Borius, Avatar of Bearness at level 22 on the 34th Haze 122nd year of Ascendancy at 04:54 Killed by Ce'Nemira the black bear at level 22 on the 34th Haze 122nd year of Ascendancy at 06:25 |
Primary Stats
| Strength | 45 (base 13) |
| Dexterity | 51 (base 51) |
| Constitution | 35 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 61 (base 44) |
Resources
| Life | -83/633 |
| Stamina | 136/213 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 3.8729145056284 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 99 |
| Accuracy | 48 |
| Crit Chance | 36% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +31% |
| Light | +26% |
| Blight | +5% |
| Physical | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 20 |
| Physical Save | 33 |
| Spell Save | 10 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 6%( 70%) |
| Light | + 24%( 70%) |
| Nature | + 6%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 34%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% 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 Dexterity 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 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)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. 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 37. | 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gloomstoker the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes stats: +2 Str / +2 Cun / +3 Con Changes resistances: +3% darkness Mental save: +15 (+7 eff.) Mental crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Shocksun the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +5% Damage (Melee): 7 lightning Changes stats: +2 Str Changes resistances: +19% lightning Changes damage: +7% lightning Critical mult.: +15.00% Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +9 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Layoma the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +2 Str Physical save: +9 (+4 eff.) Stamina each turn: +2.00 Stamina when hit: +1.70 Equilibrium when hit: +2.40 A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Hathogas the BalanceweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +1 Str Changes resistances penetration: +5% nature Physical save: +9 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
| On fingers | warrior's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
| Main armor | hardened leather armour 'Stormstun' (16 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Armour: +6 Defense: +16 (+5 eff.) Fatigue: +8% Changes resistances penetration: +10% light Changes damage: +15% light / +24% lightning Stamina each turn: +1.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 67 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Light source | brass lantern 'Xeramissra'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Physical power: +10 (+3 eff.) Defense: +5 (+2 eff.) Changes damage: +9% physical Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +6 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. |
| Cloak | Armuran the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +1 (+0 eff.) Changes stats: +3 Wil / +2 Mag Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | LeloromilinInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +3% nature / +1% physical Blindness immunity: +10% Disease immunity: +20% Maximum life: +30.00 A belt that goes around your waist. |
Inventory
movement infusion of the sneak (speed 584%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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... |
clarifying copper amulet of mastery (0.11 Technique / Unarmed training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.11 Technique / Unarmed training Confusion immunity: +21% Amulets make your neck look great! |
rogue's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Willowmistress the voratun dagger (160% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 17% Damage when hit (Melee): 10 nature Changes resistances: +18% acid / +6% nature Changes damage: +6% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff 'Freezepride' (136% power, 6 apr, fire element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +12% fire Changes resistances penetration: +15% mind Changes damage: +12% cold / +15% mind / +30% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+11 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spiritwalker's hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.18 Maximum mana: +20.00 A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 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. |
This item will automatically be transmogrified when you leave the level.Shimmerreek (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +21% lightning / +21% nature / +9% all Changes resistances penetration: +15% mind Changes damage: +14% nature / +9% lightning Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Wil Physical save: +7 (+3 eff.) Spell save: +7 (+7 eff.) Mental save: +8 (+4 eff.) Stamina each turn: +0.40 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +7 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Elumitha the voratun gauntlets (0 def, 11 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +11 Fatigue: +5% Damage (Melee): 13 fire / 7 physical Changes resistances: +3% blight / +7% fire / +2% physical / +3% acid Changes damage: +5% physical / +9% fire Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +22% Life regen: +4.00 When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +6 physical / +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+4 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +3 Dex Changes resistances: +6% nature Changes damage: +5% nature When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +5 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Betywyn the Shadewreck (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage when hit (Melee): 4 mind Changes resistances: +10% acid / +3% darkness / +9% fire / +11% cold / +9% lightning Changes resistances penetration: +10% mind Changes damage: +30% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Getuldil the dwarven-steel helm (10 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +4 Defense: +10 (+3 eff.) Fatigue: +4% Stamina when hit: +1.00 Equilibrium when hit: +0.90 Psi when hit: +0.08 Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather cap of the depths (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +7% cold / +6% nature Allows you to breathe in: water A cap made of leather. |
Velena the Blindspire (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% mind Changes resistances penetration: +10% light / +20% lightning Changes damage: +3% lightning / +9% cold Mental save: +11 (+5 eff.) Light radius: +3 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.voratun plate armour 'Flashbreacher' (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 6 light Changes resistances: +17% blight / +9% fire / +15% nature Changes resistances penetration: +15% light Spell save: +15 (+12 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Curetaint the voratun shield (0 def, 10 armour, 201.5 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +15% blight / +6% fire / +15% nature / +12% mind Changes resistances penetration: +20% nature / +10% fire Changes damage: +6% mind Talent granted: +1 Block Handheld deflection devices. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
71 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Glarebile Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +3% cold Changes resistances penetration: +20% light Changes damage: +9% light Cut immunity: +20% Maximum life: +86.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged elm totem of stinging [power 146] (14/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 146 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Belydorand' [power 248] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% darkness Disease immunity: +20% Confusion immunity: +10% Psi when hit: +0.08 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.supercharged yew wand of shielding [power 362] (14/24 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Snee the Cornac Brawler level 22
34th Haze 122nd year of Ascendancy at 06:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Snee the Cornac Brawler level 19
3rd Haze 122nd year of Ascendancy at 18:01 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Snee the Cornac Brawler level 21
7th Haze 122nd year of Ascendancy at 16:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Snee the Cornac Brawler level 10
2nd Summertide 122nd year of Ascendancy at 15:07 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Snee the Cornac Brawler level 20
4th Haze 122nd year of Ascendancy at 05:34 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Snee the Cornac Brawler level 19
53rd Dusk 122nd year of Ascendancy at 21:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Snee the Cornac Brawler level 7
4th Mirth 122nd year of Ascendancy at 14:39 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Snee the Cornac Brawler level 11
7th Flare 122nd year of Ascendancy at 10:24 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Snee the Cornac Brawler level 16
43rd Dusk 122nd year of Ascendancy at 22:31 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Snee the Cornac Brawler level 22
34th Haze 122nd year of Ascendancy at 04:54 see stats
Log
Ce'Nemira the black bear uses Stun.
Snee is stunned!
Ce'Nemira the black bear hits Snee for (26 flat reduction), 129 physical, 5 healing (129 total damage) [5 healing].
Melee retaliation hits Ce'Nemira the black bear for 10 blight damage.
Snee hits Ce'Nemira the black bear for 49 physical, 3 lightning (52 total damage).
Ce'Nemira the black bear uses Stunning Blow.
Ce'Nemira the black bear performs a melee critical strike against Snee!
Ce'Nemira the black bear revels in the spilt blood and grows stronger!
Snee is dazed!
Snee resists the stunning blow!
Snee is not dazed anymore.
Snee resists the stunning blow!
Ce'Nemira the black bear hits Snee for (26 flat reduction), 126 physical, 2 healing, (26 flat reduction), 135 physical, 2 healing (261 total damage) [4 healing].
Melee retaliation hits Ce'Nemira the black bear for 4 blight, 4 blight (9 total damage).
Talent Disengage is ready to use.
Talent Spinning Backhand is ready to use.
Talent Double Strike is ready to use.
Talent Take Down is ready to use.
You are unable to move!
Snee throws two quick punches.
Snee performs a melee critical strike against Ce'Nemira the black bear!
Ce'Nemira the black bear slows down.
Snee hits Ce'Nemira the black bear for 68 physical, 3 lightning, 88 physical, 3 lightning, 4 lightning (167 total damage).
Snee hits War bear for 5 lightning damage.
Snee hits Brown bear for 4 lightning damage.
Ce'Nemira the black bear uses Shattering Shout.
Ce'Nemira the black bear hits Snee for (26 flat reduction), 250 physical (250 total damage).
Snee the level 22 cornac brawler was stabbed to death by Ce'Nemira the black bear on level 3 of Bearscape.


































































































