











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 24 / 91% |
Size | medium |
Lifes / Deaths | Killed by Aerassra the lesser vampire at level 21 on the 24th Voratun 123rd year of Ascendancy at 06:09 / 2Killed by Assassin Lord at level 24 on the 9th Wealth 123rd year of Ascendancy at 23:25 |
Primary Stats
Strength | 65 (base 54) |
Dexterity | 20 (base 11) |
Constitution | 43 (base 40) |
Magic | 8 (base 10) |
Willpower | 22 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -72/871 |
Stamina | 134/215 |
Healing Factor | 1.5397742564935 |
Regeneration | 11.163363359578 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 153 |
Accuracy | 42 |
Crit Chance | 15% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +22% |
All | 0% |
Physical | +22% |
Mind | +3% |
Nature | +8% |
Offense: Damage Penetration
Mind | +5% |
Physical | +23% |
Light | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 4 |
Physical Save | 49 |
Spell Save | 36 |
Mental Save | 33 |
Defense: Resistances
Fire | + 33%( 70%) |
Light | + 48%( 70%) |
Temporal | + 29%( 70%) |
Nature | + 19%( 70%) |
Physical | + 48%( 70%) |
Cold | + 19%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Poison Resistance | 20% |
Stun Resistance | 0% |
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 256 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 706% 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. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by wretchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Never Stop Dorfing. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Isuda the white wolf. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 Shardskin. * 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 |
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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 red crystal shard. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex offense ------ Damage +12% light Ignore resists +5% nature defense ------ Armor +11 Defense +15 (+5 eff.) Resistance +2% physical Stealth +7 Life +40.00 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical Life Regen +4.00 Poison Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% mind Ignore resists +5% light When Hit 6 light defense ------ Resistance +12% light Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 109.35 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Wil offense ------ Ignore resists +5% mind +5% physical Accuracy +5 (+2 eff.) When Hit 6 physical defense ------ Defense +10 (+4 eff.) Stealth +6 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 186% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +10 temporal On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Critical power +10.00% Damage +3% physical Ignore resists +13% physical Accuracy +19 (+6 eff.) Ignore Armor +16 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +1% physical +21% temporal Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% 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 | ![]() 9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+2 eff.) On-Hit 9 fire On-Ranged-Hit 5 fire defense ------ Armor +13 Defense +20 (+7 eff.) Fatigue +8% Resistance +25% fire +22% physical A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +2.0% Ignore resists +5% physical defense ------ Armor +11 Defense +1 (+0 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +3 Cun +5 Con offense ------ Move Speed +10% Damage +9% light +3% temporal Ignore resists +25% light +15% fire defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +3 Cun +4 Con offense ------ Move Speed +10% Damage +9% nature Ignore resists +5% mind defense ------ Fatigue -5% Mind save +3 (+2 eff.) Life Regen +1.00 other ------- Stamina/turn +0.50 Hate-on-crit +1.00 Max hate +2.00 Masteries +0.21 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con defense ------ Resistance +15% nature +11% blight Poison Resist +29% Disease Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 other ------- Masteries +0.12 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Wil +6 Cun +4 Con offense ------ Mind Crit +2% Mindpower +8 (+4 eff.) When Hit 4 light defense ------ Physical save +9 (+3 eff.) Spell save +18 (+7 eff.) Mind save +9 (+5 eff.) other ------- Max stamina +12.00 Max hate +8.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% cold defense ------ Resistance +24% cold Physical save +6 (+2 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Damage +15% nature +12% cold When Hit 4 mind defense ------ Resistance +18% nature +24% cold other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+3 eff.) Spell save +6 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 132% 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! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 mind On Hit: * 20% chance to reduce all saves and defense by 13 While equipped: Stats +5 Cun +5 Wil Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 137% Range: 1.0x-1.7x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd 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! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Damage +12% mind Ignore resists +20% darkness +15% cold Against +20% Summoned defense ------ Resistance +3% mind +6% cold Resist Against +25% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% cold When Hit 2 mind On-Hit (Melee): * 20% chance to slow global speed by 38% defense ------ Resistance +8% lightning +12% temporal +9% mind +3% fire Spell save +3 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Mindpower +15 (+8 eff.) defense ------ Armor +6 Defense +10 (+4 eff.) Unlife -40.00 life Blind Resist +10% Silence Resist +20% Create a temporary shield that absorbs 185 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +6 Wil defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +9% lightning +1% physical +3% acid Spell save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +7 (+4 eff.) Damage +6% acid +7% physical +10% darkness Ignore resists +7% darkness +8% physical defense ------ Resistance +6% acid +6% nature +15% light +9% all Unlife -60.00 life Silence Resist +20% other ------- Max hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +5% temporal +6% light +3% fire +5% arcane Life +60.00 Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Con defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal Crit Resistance 10.00% Disarm Resist +10% Pinning Resist +20% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +6 Cun +2 Con offense ------ Mind Crit +2% On-Hit 5 blight Damage +5% blight defense ------ Armor +2 Resistance +7% blight other ------- Hate-on-crit +3.00 Max hate +4.00 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +6 Dex +5 Wil +7 Cun offense ------ Mind Crit +5% Damage +3% acid Ignore resists +10% cold defense ------ Defense +2 (+1 eff.) Mind save +17 (+8 eff.) other ------- Light +2 Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 45 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +15% physical Accuracy +20 (+7 eff.) Ignore Armor +1 defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% lightning +9% temporal Poison Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil defense ------ Armor +13 Defense +9 (+3 eff.) Fatigue +12% Mind save +23 (+10 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun defense ------ Armor +7 Defense +13 (+5 eff.) Fatigue +7% Mind save +10 (+5 eff.) Life +39.00 Life Regen +3.50 Healmod +10% A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +9 Fatigue +22% Resistance +19% lightning Mind save +13 (+7 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: offense ------ Damage +3% lightning +3% fire Ignore resists +15% temporal defense ------ Armor +8 Fatigue +22% Resistance +6% acid +5% cold +3% temporal +9% lightning other ------- Breathe water A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Spellpower +20 (+16 eff.) Spellpower/crit +10 Ignore resists +13% physical When Hit 4 darkness defense ------ Physical save +6 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex offense ------ Ignore resists +20% arcane defense ------ Resistance +12% lightning +3% fire Blind Resist +20% other ------- Infravision +1 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 281 physical damage Puts all charms on 15 turn cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 128 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% cold Ignore resists +25% fire defense ------ Resistance +6% light other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 268 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% mind When Hit 8 physical defense ------ Defense +15 (+5 eff.) Physical save +6 (+2 eff.) Reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 150 fire damage Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Never Stop Dorfing the Dwarf Berserker level 20
11st Stralite 123rd year of Ascendancy at 06:22 see stats
By Never Stop Dorfing the Dwarf Berserker level 16
35th Steel 123rd year of Ascendancy at 06:04 see stats
By Never Stop Dorfing the Dwarf Berserker level 20
11st Stralite 123rd year of Ascendancy at 06:22 see stats
By Never Stop Dorfing the Dwarf Berserker level 10
32nd Profit 122nd year of Ascendancy at 23:48 see stats
By Never Stop Dorfing the Dwarf Berserker level 20
10th Stralite 123rd year of Ascendancy at 03:33 see stats
By Never Stop Dorfing the Dwarf Berserker level 19
8th Stralite 123rd year of Ascendancy at 17:32 see stats
By Never Stop Dorfing the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 19:49 see stats
By Never Stop Dorfing the Dwarf Berserker level 23
15th Profit 123rd year of Ascendancy at 03:18 see stats
By Never Stop Dorfing the Dwarf Berserker level 10
32nd Profit 122nd year of Ascendancy at 23:57 see stats
By Never Stop Dorfing the Dwarf Berserker level 13
2nd Wealth 122nd year of Ascendancy at 13:15 see stats
By Never Stop Dorfing the Dwarf Berserker level 24
40th Profit 123rd year of Ascendancy at 02:25 see stats
By Never Stop Dorfing the Dwarf Berserker level 18
2nd Stralite 123rd year of Ascendancy at 00:59 see stats
By Never Stop Dorfing the Dwarf Berserker level 21
24th Voratun 123rd year of Ascendancy at 06:09 see stats
Log
Melee retaliation hits Assassin Lord for 5 physical, 5 light, 5 physical, 5 light (21 total damage).
Assassin Lord hits Never Stop Dorfing for 35 darkness, 22 darkness, 37 light, 38 darkness, 6 nature, 22 darkness (160 total damage).
Deadly Poison from Assassin Lord hits Never Stop Dorfing for 34 nature damage.
Melee retaliation hits Assassin Lord for 4 physical, 4 light, 4 physical, 4 light (16 total damage).
Assassin Lord hits Never Stop Dorfing for 34 darkness, 22 darkness, 37 light, 31 darkness, 6 nature, 22 darkness (152 total damage).
Never Stop Dorfing fails to use Unstoppable.
Deadly Poison from Assassin Lord hits Never Stop Dorfing for 49 nature damage.
Assassin Lord performs a melee critical strike against Never Stop Dorfing!
Assassin Lord performs a melee critical strike against Never Stop Dorfing!
Melee retaliation hits Assassin Lord for 4 physical, 4 light, 4 physical, 4 light (16 total damage).
Assassin Lord hits Never Stop Dorfing for 74 darkness, 22 darkness, 37 light, 72 darkness, 6 nature, 22 darkness (234 total damage).
Never Stop Dorfing uses Infusion: Movement.
Never Stop Dorfing is moving at extreme speed!
You pickup 0.60 gold pieces.
You pickup 0.95 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.65 gold pieces.
Talent Infusion: Healing is ready to use.
Deadly Poison from Assassin Lord hits Never Stop Dorfing for 49 nature damage.
Assassin Lord is no longer covered by shadows.
Assassin Lord activates Stealth.
Never Stop Dorfing resists the vile poison!
Never Stop Dorfing is not dazed!
Something hits Never Stop Dorfing for 53 darkness, 22 darkness, 37 light, 49 darkness (161 total damage).
Never Stop Dorfing the level 24 dwarf berserker was shadowed to death by Assassin Lord on level 2 of Unknown tunnels.
Never Stop Dorfing's rage subsides!
Never Stop Dorfing no longer revels in blood quite so much.