










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 | Dwarf |
| Class | Berserker |
| Level / Exp | 33 / 81% |
| Size | big |
| Lifes / Deaths | Killed by Toon the human at level 11 on the 18th Profit 122nd year of Ascendancy at 07:26 0 / 6Killed by Urkis, the High Tempest at level 24 on the 2nd Voratun 123rd year of Ascendancy at 22:41 Killed by elven tempest at level 25 on the 6th Voratun 123rd year of Ascendancy at 10:50 Killed by onilug at level 25 on the 6th Voratun 123rd year of Ascendancy at 11:04 Killed by elven mage at level 27 on the 7th Voratun 123rd year of Ascendancy at 17:59 Killed by The Master at level 30 on the 24th Profit 123rd year of Ascendancy at 12:36 |
Primary Stats
| Strength | 137 (base 60) |
| Dexterity | 32 (base 11) |
| Constitution | 65 (base 53) |
| Magic | 13 (base 10) |
| Willpower | 34 (base 10) |
| Cunning | 52 (base 24) |
Resources
| Life | 1249/1249 |
| Stamina | 237/237 |
| Healing Factor | 2.1241355335884 |
| Regeneration | 34.517202420812 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 65.182604915697 |
| See Invisible | 68.182604915697 |
Offense: Mainhand
| Damage | 224 |
| Accuracy | 45 |
| Crit Chance | 53% |
| APR | 12 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Physical | +16% |
| Blight | +15% |
| Arcane | +3% |
| Nature | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23.317011280365 (72.903125182002%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 54 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 43%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 13%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Bleed Resistance | 80% |
| Confusion Resistance | 100% |
| Blind Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 526 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 329 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -777 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 777 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Precise Strikes |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. 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 vial of elder vampire blood. * You've found the needed vampire lord fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Agrimley the hermit in creating an elixir of focus. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aryra (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 arcane Changes stats: +7 Lck / +5 Dex Changes resistances: +5% arcane / +6% mind Changes resistances penetration: +10% mind Changes damage: +3% arcane Stealth bonus: +7 Life regen: +4.00 Stamina each turn: +0.40 Maximum stamina: +21.00 Healing mod.: +12% A pair of boots made of leather. |
| Light source | Borelach the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +1 Str / +7 Dex Changes damage: +6% physical Mental save: +14 (+3 eff.) Blindness immunity: +45% Confusion immunity: +26% Stamina each turn: +1.00 Maximum life: +73.00 Light radius: +9 See stealth: +31 See invisible: +34 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dragonbone totem of summon tentacle 'Runerek' [power 365] (22 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +15 (+7 eff.) Changes stats: +2 Con Physical save: +6 (+2 eff.) Maximum stamina: +30.00 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1063 Base Damage: 465 Armor: 33 All Resist: 40 Activation puts all charms on cooldown for 22 turns. When used: * Gain a 37% chance to evade weapon attacks for 2 turns. * Heal for 95. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Deladoharadin the ArcwardenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% * 20% chance to reduce strength, dexterity, and constitution by 12 Changes stats: +5 Mag / +5 Wil Changes resistances: +15% acid Changes damage: +6% lightning / +9% blight Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | Lisethra the ScaldfistInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 8 fire Changes resistances: +15% light / +9% mind Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +38% Knockback immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | Colaryem (159% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 125% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | Issuntir the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +3% darkness / +3% temporal Mental save: +9 (+2 eff.) Confusion immunity: +20% Only die when reaching: -60.00 life 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 | 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. |
| Cloak | Samudulesta (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Changes stats: +11 Cun Changes resistances: +14% nature / +15% blight Changes damage: +6% blight Mental save: +15 (+4 eff.) Life regen: +5.00 Only die when reaching: -80.00 life Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ce'Nyriaritta the RootflashInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +4 Wil Changes resistances: +22% mind / +3% fire Changes damage: +6% nature Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Cut immunity: +80% Confusion immunity: +51% Mindpower: +11 (+4 eff.) Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 832%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 832% 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 Strength 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. |
regeneration infusion of the warrior (heal 625; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 625 life over 5 turns. Its effects scale with your Strength 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. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Prismatic Rune (6 turns; physical, darkness, blight, fire, arcane, temporal)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 physical, 5 darkness, 5 blight, 5 fire, 4 arcane, 5 temporal 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. |
Rune of Dissipation ( )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: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
blink rune of the warrior (range 9; phase 28; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength 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. |
shielding rune of the warrior (absorb 467; dur 4; cd 16)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: 16 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 467 damage for 4 turns. Its effects scale with your Strength 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Strikespawner the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +3% blight / +2% physical / +9% lightning Changes resistances penetration: +15% blight Changes damage: +12% lightning Physical save: +12 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +14 (+3 eff.) Amulets make your neck look great! |
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 (+2 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... |
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. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
plaguebringer's stralite dagger of crippling (129% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 129% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 12 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 blight When wielded/worn: Physical crit. chance: +5.0% Disease immunity: +23% Sharp, short and deadly. |
plaguebringer's dwarven-steel greatsword of rage (145% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x 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% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +10 blight When wielded/worn: Accuracy: +24 (+8 eff.) Changes stats: +9 Str Changes damage: +10% physical Disease immunity: +21% Massive two-handed swords. |
Coaltyphoon (129% power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 22% Damage (Melee): 23 fire Changes resistances penetration: +15% darkness / +25% acid Changes damage: +3% darkness / +25% acid Talent granted: +1 Command Staff Critical mult.: +25.00% Reduces incoming crit damage: 5.00% Mana each turn: +0.36 Spellpower: +32 (+16 eff.) Spell crit. chance: +4% See invisible: +13 Talent on hit(spell): Earthen Missiles (10% chance level 2). It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood starstaff of greater warding (129% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +7 (+4 eff.) Changes stats: +5 Con Maximum wards: +3 physical Changes damage: +25% physical Talents granted: +3 Ward +1 Command Staff Life regen: +1.30 Spellpower: +21 (+10 eff.) Spell crit. chance: +4% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
coruscating stralite shield of crushing (0 def, 8 armour, 146 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 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: Physical crit. chance: +4.0% Physical power: +13 (+3 eff.) Armour: +8 Fatigue: +8% Damage when hit (Melee): 7 fire Changes stats: +3 Str Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices. |
180 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. |
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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
KheluthelCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +18% blight / +3% cold / +6% acid Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(89 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 144.00 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern 'Adynne'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +6% mind Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Poison immunity: +10% Maximum life: +41.00 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)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 172 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 267.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 68 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
dwarven-steel torque of mindblast 'Fuliledir' [power 250] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +2 Wil / +4 Con Infravision radius: +3 It can be used to blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 105] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Blindlore [power 314] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +9% lightning Changes resistances penetration: +15% darkness / +10% lightning Changes damage: +24% darkness It can be used to sting an enemy dealing 333 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 100] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 105 Armor: 1 All Resist: 5 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
Pyreraze [power 362] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +9% fire Changes damage: +18% acid / +9% fire / +9% darkness 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 17 turns. When used: * Reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Duran the Dwarf Berserker level 30
31st Profit 123rd year of Ascendancy at 21:12 see stats
Arachnophobia
Destroyed the spydric menace.By Duran the Dwarf Berserker level 33
42nd Profit 123rd year of Ascendancy at 09:48 see stats
Brave new world
Went to the Far East and took part in the war.By Duran the Dwarf Berserker level 32
40th Profit 123rd year of Ascendancy at 03:16 see stats
Bringer of Doom
Killed a Bringer of Doom.By Duran the Dwarf Berserker level 22
2nd Stralite 123rd year of Ascendancy at 23:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Duran the Dwarf Berserker level 11
16th Profit 122nd year of Ascendancy at 20:54 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Duran the Dwarf Berserker level 31
35th Profit 123rd year of Ascendancy at 21:14 see stats
Exterminator
Killed 1000 creatures.By Duran the Dwarf Berserker level 18
45th Dearth 122nd year of Ascendancy at 05:53 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Duran the Dwarf Berserker level 25
4th Voratun 123rd year of Ascendancy at 17:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Duran the Dwarf Berserker level 24
43rd Stralite 123rd year of Ascendancy at 12:14 see stats
Level 10
Got a character to level 10.By Duran the Dwarf Berserker level 10
2nd Profit 122nd year of Ascendancy at 07:58 see stats
Level 20
Got a character to level 20.By Duran the Dwarf Berserker level 20
4th Shortage 122nd year of Ascendancy at 02:07 see stats
Level 30
Got a character to level 30.By Duran the Dwarf Berserker level 30
24th Profit 123rd year of Ascendancy at 10:09 see stats
Poisonous
Sided with the assassin lord.By Duran the Dwarf Berserker level 20
29th Shortage 122nd year of Ascendancy at 08:16 see stats
Size matters
Did over 600 damage in one attack.By Duran the Dwarf Berserker level 20
21st Shortage 122nd year of Ascendancy at 09:32 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Duran the Dwarf Berserker level 32
35th Profit 123rd year of Ascendancy at 23:02 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Duran the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 21:14 see stats
That was close
Killed your target while having only 1 life left.By Duran the Dwarf Berserker level 25
3rd Voratun 123rd year of Ascendancy at 00:07 see stats
The Arena
Unlocked Arena mode.By Duran the Dwarf Berserker level 11
4th Profit 122nd year of Ascendancy at 18:36 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Duran the Dwarf Berserker level 18
44th Dearth 122nd year of Ascendancy at 23:43 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Duran the Dwarf Berserker level 22
4th Stralite 123rd year of Ascendancy at 07:32 see stats
The secret city
Discovered the truth about mages.By Duran the Dwarf Berserker level 14
24th Dearth 122nd year of Ascendancy at 02:47 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Duran the Dwarf Berserker level 22
3rd Stralite 123rd year of Ascendancy at 12:21 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Duran the Dwarf Berserker level 27
20th Profit 123rd year of Ascendancy at 04:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Duran the Dwarf Berserker level 19
25th Loss 122nd year of Ascendancy at 21:30 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Duran the Dwarf Berserker level 30
24th Profit 123rd year of Ascendancy at 14:32 see stats
Log
Duran picks up (o.): wanderer's pair of hardened leather boots of speed (0 def, 3 armour).
Duran picks up (o.): lifebinding elven-wood starstaff of greater warding (129% power, 5 apr, physical element).
Duran picks up (C.): Rod of Spydric Poison (1/1).
Lore found: scrap of paper
You can read all your collected lore in the game menu, by pressing Escape.
Duran picks up (q.): coruscating stralite shield of crushing (0 def, 8 armour, 146 block).
Duran picks up (m.): stralite dagger of evisceration (129% power, 9 apr).
Duran picks up (m.): plaguebringer's stralite dagger of crippling (129% power, 9 apr).
Duran picks up (q.): Coaltyphoon (129% power, 5 apr, acid element).
Lore found: Rod of Spydric Poison
You can read all your collected lore in the game menu, by pressing Escape.
Duran is affected by the glimmerstone!
There is a Portal back to the Gates of Morning here (press '' or right click to use).
You gain 7.18 gold from the transmogrification of wanderer's pair of hardened leather boots of speed (0 def, 3 armour).
You gain 2.50 gold from the transmogrification of acidic stralite longsword of amnesia (142% power, 5 apr).
You gain 5.02 gold from the transmogrification of stralite dagger of evisceration (129% power, 9 apr).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Berserker Rage's rage subsides!
Saving done.
Duran no longer revels in blood quite so much.
Quest 'Eight legs of wonder' is done! (Press 'j' to see the quest log)
New Achievement: Arachnophobia!
Option unlocked: New Class: Sun Paladin (Celestial)





















































































