

















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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 22 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 7 on the 79th Pyre 122nd year of Ascendancy at 00:44 / 51Killed by skeleton warrior at level 7 on the 79th Pyre 122nd year of Ascendancy at 00:53 Killed by large brown snake at level 7 on the 79th Pyre 122nd year of Ascendancy at 19:04 Killed by minotaur at level 9 on the 6th Mirth 122nd year of Ascendancy at 05:16 Killed by Poleldara the warg at level 9 on the 6th Mirth 122nd year of Ascendancy at 12:32 Killed by bandit at level 10 on the 6th Mirth 122nd year of Ascendancy at 19:09 Killed by Zubulle the giant army ant at level 12 on the 5th Flare 122nd year of Ascendancy at 09:26 Killed by Xeroleba the skeleton warrior at level 12 on the 5th Flare 122nd year of Ascendancy at 18:21 Killed by Bohth the dwarf at level 14 on the 19th Dusk 122nd year of Ascendancy at 21:44 Killed by Poluletta the lesser vampire at level 15 on the 31st Haze 122nd year of Ascendancy at 08:12 Killed by Aletta Soultorn at level 19 on the 43rd Haze 122nd year of Ascendancy at 12:22 Killed by Aletta Soultorn at level 19 on the 43rd Haze 122nd year of Ascendancy at 13:09 Killed by Aletta Soultorn at level 19 on the 43rd Haze 122nd year of Ascendancy at 13:44 Killed by Aletta Soultorn at level 19 on the 43rd Haze 122nd year of Ascendancy at 14:22 Killed by skeleton archer at level 19 on the 43rd Haze 122nd year of Ascendancy at 19:37 Killed by snow giant thunderer at level 19 on the 44th Haze 122nd year of Ascendancy at 05:28 Killed by skeleton warrior at level 19 on the 45th Haze 122nd year of Ascendancy at 05:26 Killed by Poluwen the skeleton warrior at level 19 on the 45th Haze 122nd year of Ascendancy at 06:16 Killed by Lisamithra the bloated horror at level 19 on the 46th Haze 122nd year of Ascendancy at 06:36 Killed by The Master at level 19 on the 46th Haze 122nd year of Ascendancy at 13:14 Killed by The Master at level 19 on the 46th Haze 122nd year of Ascendancy at 13:36 Killed by The Master at level 19 on the 46th Haze 122nd year of Ascendancy at 13:49 Killed by ghoul at level 19 on the 46th Haze 122nd year of Ascendancy at 14:09 Killed by The Master at level 19 on the 46th Haze 122nd year of Ascendancy at 14:25 Killed by The Master at level 19 on the 46th Haze 122nd year of Ascendancy at 14:37 Killed by The Master at level 19 on the 46th Haze 122nd year of Ascendancy at 15:03 Killed by Lord of Skulls (warrior) at level 19 on the 46th Haze 122nd year of Ascendancy at 15:13 Killed by Elyldath the Guardian at level 20 on the 71st Haze 122nd year of Ascendancy at 10:59 Killed by orc corruptor at level 20 on the 72nd Haze 122nd year of Ascendancy at 03:47 Killed by orc corruptor at level 20 on the 72nd Haze 122nd year of Ascendancy at 04:37 Killed by Balesfaq the uruivellas at level 20 on the 72nd Haze 122nd year of Ascendancy at 06:32 Killed by Vorenn the gelatinous cube at level 20 on the 72nd Haze 122nd year of Ascendancy at 06:41 Killed by Assassin Lord at level 20 on the 9th Decay 122nd year of Ascendancy at 18:43 Killed by Assassin Lord at level 20 on the 9th Decay 122nd year of Ascendancy at 19:00 Killed by Lord of Skulls (warrior) at level 21 on the 17th Regrowth 123rd year of Ascendancy at 04:11 Killed by Lord of Skulls (mage) at level 21 on the 45th Pyre 123rd year of Ascendancy at 06:26 Killed by Lord of Skulls (mage) at level 21 on the 45th Pyre 123rd year of Ascendancy at 06:41 Killed by The Master at level 21 on the 45th Pyre 123rd year of Ascendancy at 18:03 Killed by The Master at level 21 on the 45th Pyre 123rd year of Ascendancy at 20:36 Killed by The Master at level 21 on the 45th Pyre 123rd year of Ascendancy at 20:53 Killed by armoured skeleton warrior at level 21 on the 45th Pyre 123rd year of Ascendancy at 21:02 Killed by Lord of Skulls (warrior) at level 21 on the 45th Pyre 123rd year of Ascendancy at 21:13 Killed by The Master at level 21 on the 45th Pyre 123rd year of Ascendancy at 21:23 Killed by armoured skeleton warrior at level 21 on the 45th Pyre 123rd year of Ascendancy at 21:35 Killed by The Master at level 21 on the 45th Pyre 123rd year of Ascendancy at 22:54 Killed by elder vampire at level 21 on the 45th Pyre 123rd year of Ascendancy at 23:26 Killed by The Master at level 21 on the 46th Pyre 123rd year of Ascendancy at 01:14 Killed by Lord of Skulls (warrior) at level 21 on the 46th Pyre 123rd year of Ascendancy at 02:00 Killed by The Master at level 21 on the 46th Pyre 123rd year of Ascendancy at 02:45 Killed by Lord of Skulls (warrior) at level 22 on the 46th Pyre 123rd year of Ascendancy at 03:21 Killed by armoured skeleton warrior at level 22 on the 46th Pyre 123rd year of Ascendancy at 03:51 |
Primary Stats
| Strength | 65 (base 45) |
| Dexterity | 43 (base 26) |
| Constitution | 40 (base 34) |
| Magic | 16 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | 664/664 |
| Stamina | 238/238 |
| Healing Factor | 1.2222297605397 |
| Regeneration | 14.845389015089 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 58 |
| Crit Chance | 15% |
| APR | 15 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Physical | +6% |
| Lightning | +44% |
| Cold | +25% |
| Arcane | +25% |
| Fire | +37% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Acid | +15% |
| Arcane | +25% |
| Cold | +25% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 38.723073231957 (96.438666929426%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 9 |
| Physical Save | 43 |
| Spell Save | 46 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 14%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 29%( 70%) |
| Cold | + 18%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 572 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
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. They asked about the staff. | active |
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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Morten . Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by snow giant thunderer. Escort: worried loremaster (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by bee swarm. Escort: worried loremaster (level 3 of Old Forest) | failed |
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. | 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 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 | traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +15.00 A pair of boots made of leather. |
| Light source | Arakira the HazekingInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +10% acid Changes damage: +15% acid Maximum life: +42.00 Mental crit. chance: +7% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aeresemirin the Flashspawner (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 19% Damage when hit (Melee): 2 lightning Changes stats: +5 Str / +4 Dex / +6 Con Changes resistances penetration: +5% acid Changes damage: +12% lightning / +6% acid Physical save: +16 (+6 eff.) Mental save: +15 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | 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. |
| Around waist | hardened leather belt 'Layevea'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +5 Str / +5 Wil Changes resistances: +9% darkness Changes damage: +6% acid Stealth bonus: +11 See invisible: +3 A belt that goes around your waist. |
| In main hand | Colaryem (48-77 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. Base power: 48.0 - 76.8 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 | restful hardened leather gloves of strength (+5) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +5 Str Life regen: +3.00 Stamina each turn: +1.10 Maximum stamina: +13.00 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 | enlightening steel plate armour of command (6 def, 12 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +22% Changes stats: +6 Cun / +4 Wil Mental save: +29 (+10 eff.) A suit of armour made of metal plates. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Umbrapower'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +30 (+10 eff.) Changes stats: +5 Str Changes resistances: +3% darkness Changes damage: +6% physical Amulets make your neck look great! |
Inventory
blink rune of the duelist (range 4; phase 23; cd 16)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: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity 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. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+4 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
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... |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
steel amulet 'Umbrasnake'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +18% darkness Reduces incoming crit damage: 5.00% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Infravision radius: +1 Amulets make your neck look great! |
LoamreeveInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +28% cold Changes damage: +18% nature / +14% cold Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +30 (+15 eff.) Rings make your fingers look great! |
ShinepassionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes resistances: +6% acid / +3% mind Changes resistances penetration: +15% light Changes damage: +3% acid Maximum encumbrance: +20 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.45 cold and 12.26 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+3 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +4 Cun / +5 Wil Mindpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Coalwire the steel greatsword (24-39 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 14% * 25% chance for lightning to strike from the target to a second target dealing 19 damage When wielded/worn: Changes stats: +9 Str Changes resistances penetration: +20% mind Light radius: +2 Massive two-handed swords. |
acidic steel greatsword of enduring (20-33 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 When wielded/worn: Changes stats: +10 Con / +7 Wil Maximum life: +31.00 Massive two-handed swords. |
flaming dwarven-steel greatsword of rage (39-62 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. Base power: 39.0 - 62.4 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% Damage (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +5 Str Changes damage: +10% physical Massive two-handed swords. |
runic hardened leather slingRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +1 Mag Changes damage: +8% arcane Spellpower: +7 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+12 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
prismatic dwarven-steel mail armour of the deep (3 def, 10 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold / +13% light / +13% darkness Allows you to breathe in: water A suit of armour made of mail. |
steel mail armour 'Aerutta' (9 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +12% Changes stats: +2 Str / +4 Dex / +5 Cun / +2 Con Changes resistances: +9% fire Mental save: +14 (+5 eff.) A suit of armour made of mail. |
duelist's cured leather armour (9 def, 7 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Fatigue: +7% Changes stats: +5 Cun / +3 Dex A suit of armour made of leather. |
Venomjeer the quiver of ash arrows (18/23, 28-38 power, 13 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 27.5 - 38.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +9.5% Capacity: 23 On weapon hit: * 20% chance to slow global speed by 42% * 20% chance to knock the target back 3 spaces and deal 89 physical damage Travel speed: +200% Damage (Ranged): +15 lightning / +14 physical / +20 nature Damage (radius 2) on crit: +11 lightning Arrows are used with bows to pierce your foes to death. |
4 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. |
43 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. |
14 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 'Arelaith'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% physical Disarm immunity: +10% Light radius: +5 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
12 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. |
5 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. |
4 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. |
4 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
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Morten the Cornac Berserker level 15
72nd Dusk 122nd year of Ascendancy at 22:02 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Morten the Cornac Berserker level 18
41st Haze 122nd year of Ascendancy at 02:50 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Morten the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 17:29 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Morten the Cornac Berserker level 20
70th Haze 122nd year of Ascendancy at 20:24 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Morten the Cornac Berserker level 19
58th Haze 122nd year of Ascendancy at 11:29 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Morten the Cornac Berserker level 11
3rd Flare 122nd year of Ascendancy at 20:53 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Morten the Cornac Berserker level 18
41st Haze 122nd year of Ascendancy at 13:08 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Morten the Cornac Berserker level 21
46th Pyre 123rd year of Ascendancy at 02:51 see stats
Log
Ran for 7 turns (stop reason: hostile spotted to the west (skeleton master archer)).
There is a previous level here (press '' or right click to use).
Talent Rush is ready to use.
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
There is a previous level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
You don't see how to get there...
You don't see how to get there...
There is an exit to the worldmap here (press '' or right click to use).
As you come out of the Dreadfell, you encounter a band of orcs!
Quest 'A mysterious staff' status updated! (Press 'j' to see the quest log)













































































