Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Berserker |
Level / Exp | 15 / 12% |
Size | big |
Lifes / Deaths | Killed by The Possessed at level 15 on the 8th Dusk 122nd year of Ascendancy at 13:15 / 1 |
Primary Stats
Strength | 45 (base 41) |
Dexterity | 24 (base 11) |
Constitution | 52 (base 28) |
Magic | 11 (base 10) |
Willpower | 31 (base 14) |
Cunning | 22 (base 10) |
Resources
Life | -64/594 |
Stamina | 101/204 |
Healing Factor | 1.289329218765 |
Regeneration | 19.528376921105 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 7 |
See Invisible | 9 |
Offense: Mainhand
Damage | 80 |
Accuracy | 54 |
Crit Chance | 32% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +25% |
Lightning | +15% |
Acid | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 39.335093952971 (47.857809501309%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 28 |
Mental Save | 26 |
Defense: Resistances
Acid | + 18%( 70%) |
Physical | + 12%( 70%) |
Cold | + 30%( 70%) |
All | + 10%( 70%) |
Darkness | + 24%( 70%) |
Light | + 22%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 16%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Pinning Resistance | 22% |
Knockback Resistance | 21% |
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 within3 lumberjacks have died. | done |
Equipment
On feet | Isowen the pair of iron boots (0 def, 13 armour) Isowen the pair of iron boots (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +18 (+6 eff.) Armour: +13 Fatigue: +2% Changes stats: +1 Dex / +2 Con Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Glacierpyre the brass lantern Glacierpyre the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +1 Changes stats: +3 Dex Changes resistances: +12% cold Changes damage: +6% physical Mental save: +6 (+3 eff.) Stamina each turn: +3.00 Light radius: +3 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Gloregara' (1 def, 0 armour) linen wizard hat 'Gloregara' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Defense: +1 (+1 eff.) Changes resistances: +7% lightning / +5% temporal Changes damage: +15% physical A pointy cloth hat, very wizardly... |
Tool | Cyrarin the iron torque of clear mind [power 1] (25 cooldown) Cyrarin the iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +1 Dex Changes resistances: +9% acid Changes damage: +9% acid Critical mult.: +10.00% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Unridralar' copper ring 'Unridralar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 16% Changes resistances penetration: +5% acid Critical mult.: +5.00% Mental save: +9 (+5 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
Around waist | Shimmervein the rough leather belt Shimmervein the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 4 nature Changes resistances: +3% nature Changes resistances penetration: +5% acid Changes damage: +15% lightning Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Getykan (122% power, 2 apr) Getykan (122% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Changes stats: +13 Wil / +3 Cun / +12 Con Changes resistances penetration: +10% all Maximum life: +28.00 Mindpower: +10 (+5 eff.) Massive two-handed battleaxes. |
On hands | sand iron gauntlets of strength (+3) (0 def, 7 armour) sand iron gauntlets of strength (+3) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +7 Fatigue: +1% Damage (Melee): 5 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Power: 111% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | impenetrable steel mail armour (2 def, 11 armour) impenetrable steel mail armour (2 def, 11 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +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 | gold amulet 'Aerotira' gold amulet 'Aerotira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -15% Changes stats: +7 Dex / +3 Wil / +9 Cun / +10 Con Changes resistances: +2% physical / +13% light / +16% darkness Blindness immunity: +20% Life regen: +4.00 Stamina each turn: +1.10 See invisible: +3 Movement speed: +20% Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 607%; cd 18) movement infusion of the psychic (speed 607%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 Willpower 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. |
movement infusion of the psychic (speed 501%; cd 13) movement infusion of the psychic (speed 501%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 Willpower 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. |
movement infusion of the psychic (speed 551%; cd 16) movement infusion of the psychic (speed 551%; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 551% 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 Willpower 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) 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. |
shatter afflictions rune (absorb 27; cd 14) shatter afflictions rune (absorb 27; cd 14)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: 14 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 27 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. 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. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the titan (absorb 100; cd 22)shatter afflictions rune of the titan (absorb 100; cd 22) 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: 22 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 100 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 Constitution 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. |
shatter afflictions rune of the titan (absorb 83; cd 18) shatter afflictions rune of the titan (absorb 83; cd 18)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: 18 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 83 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 Constitution 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. |
Fogsin FogsinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 19% Damage when hit (Melee): 2 darkness Changes resistances: +11% lightning / +3% acid Changes resistances penetration: +20% temporal Stun/Freeze immunity: +23% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
iron greatsword (110% power, 1 apr) iron greatsword (110% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 110% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 12.84 to 38.52 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
This item will automatically be transmogrified when you leave the level. insulating rough leather belt of the giantsinsulating rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% fire / +6% cold Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Anatar the linen robe (0 def, 0 armour)Anatar the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Changes stats: +3 Con Changes resistances: +16% cold / +7% all Changes damage: +3% physical / +11% cold Stamina each turn: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Starumbra the pair of rough leather boots (0 def, 1 armour) Starumbra the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal / +3% light / +3% mind Changes damage: +12% light A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Delehad' (0 def, 5 armour)pair of iron boots 'Delehad' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +5 Fatigue: +2% Changes resistances: +6% nature / +3% mind Spell save: +6 (+3 eff.) Poison immunity: +20% Silence immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Glorybrevea the rough leather gloves (0 def, 1 armour)Glorybrevea the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +3% lightning / +6% nature / +3% mind / +3% blight Changes damage: +4% nature Cut immunity: +10% Pinning immunity: +20% Only die when reaching: -40.00 life When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isynor the linen wizard hat (1 def, 0 armour) Isynor the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% Changes resistances: +16% lightning / +3% blight Changes resistances penetration: +15% physical Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
4 agate 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. |
53 alchemist agate 53 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Infernopain (dig speed 28 turns) Infernopain (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +1 Str / +2 Dex Changes resistances: +3% temporal / +6% mind / +3% darkness Changes resistances penetration: +15% fire Movement speed: +10% Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Freezepassion FreezepassionInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +3% cold Changes resistances penetration: +10% light / +15% cold Changes damage: +9% light Maximum life: +43.00 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. |
brass lantern 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. |
This item will automatically be transmogrified when you leave the level. brass lantern 'Gorifang'brass lantern 'Gorifang' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +15% mind Mental save: +6 (+3 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Light radius: +3 See stealth: +8 See invisible: +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 Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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 Orb 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 Recall (1/1) 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 Chest 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. |
6 ametrine 6 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Insane Higher Berserker the Higher Berserker level 11
9th Mirth 122nd year of Ascendancy at 11:43 see stats
By Insane Higher Berserker the Higher Berserker level 10
4th Mirth 122nd year of Ascendancy at 14:34 see stats
By Insane Higher Berserker the Higher Berserker level 7
78th Pyre 122nd year of Ascendancy at 14:46 see stats
Log
The Possessed's Earthen Missiles hits Insane Higher Berserker for 36 physical, 6 physical (42 total damage).
The Possessed's Earthen Missiles hits Insane Higher Berserker for 36 physical, 6 physical (42 total damage).
Insane Higher Berserker is not stunned anymore.
Insane Higher Berserker has recovered!
Talent Warshout is ready to use.
Talent Dig is ready to use.
Talent Fearless Cleave is ready to use.
Bleeding from The Possessed hits Insane Higher Berserker for 18 physical damage.
Insane Higher Berserker uses Fearless Cleave.
You pickup 0.70 gold pieces.
You pickup 0.80 gold pieces.
Insane Higher Berserker performs a melee critical strike against The Possessed!
Insane Higher Berserker hits The Possessed for 171 physical, 10 nature, 5 physical (187 total damage).
The Possessed casts Arcane Strike.
The Possessed performs a melee critical strike against Insane Higher Berserker!
The Possessed casts Earthen Missiles.
The Possessed's spell attains critical power!
The Possessed performs a melee critical strike against Insane Higher Berserker!
The Possessed casts Flame.
The Possessed hits Insane Higher Berserker for 39 arcane, 5 fire, 49 arcane, 5 fire (99 total damage).
Melee retaliation hits The Possessed for 3 nature, 3 nature (6 total damage).
Insane Higher Berserker is on fire!
The Possessed's Earthen Missiles hits Insane Higher Berserker for 35 physical damage.
The Possessed's Flame hits Insane Higher Berserker for 24 fire damage.
The Possessed's Earthen Missiles hits Insane Higher Berserker for 35 physical, 6 physical (40 total damage).
The Possessed's Earthen Missiles hits Insane Higher Berserker for 60 physical, 10 physical (70 total damage).
Insane Higher Berserker the level 15 higher berserker was eviscerated to death by The Possessed and used as a new host on level 3 of Ruins of Kor'Pul.
Insane Higher Berserker no longer revels in blood quite so much.
Insane Higher Berserker's rage subsides!