










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 23 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 16 on the 38th Dusk 122nd year of Ascendancy at 16:59 0 / 6Killed by Gluth the snow giant chieftain at level 16 on the 38th Dusk 122nd year of Ascendancy at 18:03 Killed by storm drake hatchling at level 18 on the 40th Dusk 122nd year of Ascendancy at 17:17 Killed by The Master at level 23 on the 50th Haze 122nd year of Ascendancy at 14:50 Killed by armoured skeleton warrior at level 23 on the 50th Haze 122nd year of Ascendancy at 15:32 Killed by The Master at level 23 on the 50th Haze 122nd year of Ascendancy at 17:15 |
Primary Stats
| Strength | 52 (base 45) |
| Dexterity | 27 (base 15) |
| Constitution | 51 (base 36) |
| Magic | 13 (base 13) |
| Willpower | 30 (base 20) |
| Cunning | 23 (base 12) |
Resources
| Life | -162/718 |
| Stamina | 216/216 |
| Psi | 120/120 |
| Healing Factor | 1.6740316950179 |
| Regeneration | 15.310949108827 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 23.074207531484 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 50 |
| Crit Chance | 35% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Lightning | +6% |
| Temporal | +6% |
| Nature | +3% |
| Physical | +28% |
| Mind | +28% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 57.084537089062 (100%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 11 |
| Physical Save | 42 |
| Spell Save | 43 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 30%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 19%( 70%) |
| Darkness | + 48%( 70%) |
| Mind | + 17%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 131 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 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 |
You failed to protect the injured seer from death by copperhead snake. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by armoured skeleton warrior. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Willpower 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 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 156. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. | 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 |
Equipment
| On feet | wanderer's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +1 Cun / +2 Con Physical save: +11 (+4 eff.) Mental save: +12 (+6 eff.) A pair of boots made of leather. |
| Light source | alchemist's lamp 'Splendourquell'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes resistances: +12% lightning Changes resistances penetration: +5% light Changes damage: +6% mind Physical save: +8 (+3 eff.) Light radius: +7 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | stabilizing dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Physical save: +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Munarichak [power 235] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +25 (+10 eff.) Changes stats: +4 Dex Changes resistances: +9% acid Changes damage: +3% acid Mental crit. chance: +1% It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 301 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lightningsmash the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +41 (+10 eff.) Armour: +4 Changes damage: +6% lightning / +12% physical Spellpower: +8 (+4 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | RootgasherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +2 Str Changes resistances: +9% lightning / +3% nature Changes resistances penetration: +20% nature Maximum encumbrance: +24 Infravision radius: +2 Rings make your fingers look great! |
| Around waist | FlowerweeperPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +3 (+1 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +9% darkness / +9% nature / +12% light Changes damage: +3% nature / +6% temporal Critical mult.: +10.00% Mental crit. chance: +9% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In main hand | Dream Malleus (56-84 power, 7 apr)Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 24 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+2 eff.) Changes stats: +6 Cun / +2 Wil Changes resistances: +15% light Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+6 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
| On hands | hardened leather gloves 'Duatheltitan' (10 def, 14 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +14 Defense: +10 (+5 eff.) Damage (Melee): 8 physical Damage when hit (Melee): 4 fire Changes resistances: +9% darkness Changes damage: +6% physical Stamina each turn: +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | Armurion (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +1 (+1 eff.) Changes resistances: +5% arcane / +6% temporal Spell save: +6 (+2 eff.) 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 neck | Cyroldavena the DarksweeperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes resistances: +10% lightning / +3% mind / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +3% acid / +12% mind Stun/Freeze immunity: +22% Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; temporal, nature, blight, cold, arcane, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 temporal, 5 nature, 4 blight, 4 cold, 4 arcane, 3 physical 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. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
This item will automatically be transmogrified when you leave the level.Neralevena the Lightsweep (32-47 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Damage (Melee): +8 light When wielded/worn: Changes stats: +3 Dex Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +12% light / +6% physical Critical mult.: +10.00% Massive two-handed battleaxes. |
truestriking stralite greatmaul (58-86 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +9 Changes resistances penetration: +10% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword (34-54 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.gifted thorny mindstar of sand (7-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 physical Changes resistances: +7% physical Changes resistances penetration: +9% physical Changes damage: +8% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level.ranger's hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +11 fire When wielded/worn: Changes stats: +3 Dex Changes damage: +10% fire Slings are used to hurl stones or metal shots at your foes. |
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. |
This item will automatically be transmogrified when you leave the level.shadow cashmere cloak of fog (8 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +14% fire / +12% light / +14% darkness Changes resistances penetration: +8% darkness Changes damage: +10% darkness Stealth bonus: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.restorative pair of dwarven-steel boots of evasion (5 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Fatigue: +3% Life regen: +3.00 Healing mod.: +13% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 45.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+5 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 100.96 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (26% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.61 to 103.84 lightning damage (69.23 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
iron mail armour of the deep (2 def, 5 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By John Default the Cornac Berserker level 10
16th Dusk 122nd year of Ascendancy at 07:54 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By John Default the Cornac Berserker level 18
49th Dusk 122nd year of Ascendancy at 23:23 see stats
Exterminator
Killed 1000 creatures.By John Default the Cornac Berserker level 18
6th Haze 122nd year of Ascendancy at 06:25 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By John Default the Cornac Berserker level 14
20th Dusk 122nd year of Ascendancy at 23:17 see stats
Level 10
Got a character to level 10.By John Default the Cornac Berserker level 10
15th Dusk 122nd year of Ascendancy at 19:03 see stats
Level 20
Got a character to level 20.By John Default the Cornac Berserker level 20
30th Haze 122nd year of Ascendancy at 22:33 see stats
Size matters
Did over 600 damage in one attack.By John Default the Cornac Berserker level 23
50th Haze 122nd year of Ascendancy at 13:47 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By John Default the Cornac Berserker level 20
32nd Haze 122nd year of Ascendancy at 05:15 see stats
The Arena
Unlocked Arena mode.By John Default the Cornac Berserker level 7
77th Pyre 122nd year of Ascendancy at 10:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By John Default the Cornac Berserker level 16
38th Dusk 122nd year of Ascendancy at 07:05 see stats
Log
Lord of Skulls (warrior) is stunned!
John Default hits Armoured skeleton warrior for (76 blocked), 32 physical, 25 mind, (9 blocked), 0 physical, (76 blocked), 31 physical (88 total damage).
Melee retaliation hits John Default for 2 acid, 1 acid (3 total damage).
John Default killed Armoured skeleton warrior!
John Default wanders around!
Bane of Confusion from The Master hits John Default for 33 darkness damage.
Bane of Confusion from The Master hits John Default for 33 darkness damage.
John Default is recovering from the damage!
John Default seems more focused.
John Default has recovered!
Bane of Confusion from The Master hits John Default for 33 darkness damage.
John Default rushes out!
You are too close to build up momentum!
John Default uses Infusion: Regeneration.
John Default starts regenerating health quickly.
Armoured skeleton warrior uses Shield Pummel.
John Default is stunned!
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Skeleton mage casts Manathrust.
Skeleton mage hits John Default for 160 arcane damage.
Melee retaliation hits Armoured skeleton warrior for 3 fire, 3 fire (5 total damage).
Armoured skeleton warrior hits John Default for 21 physical, 17 physical, 17 physical, 17 physical (72 total damage).
The Master casts Freeze.
The Master's spell attains critical power!
The Master hits John Default for 286 cold damage.
John Default the level 23 cornac berserker was frozen and shattered into a million little shards to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
































































