Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Female |
| Race | Superhuman |
| Class | Berserker |
| Level / Exp | 67 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 8th Mirth 122nd year of Ascendancy at 09:21 / 7Killed by Urkis, the High Tempest at level 22 on the 8th Mirth 122nd year of Ascendancy at 10:00 Killed by Vorowen the void horror at level 32 on the 8th Mirth 122nd year of Ascendancy at 17:57 Killed by Vorowen the void horror at level 32 on the 8th Mirth 122nd year of Ascendancy at 19:51 Killed by Ivetta the copperhead snake at level 58 on the 2nd Summertide 122nd year of Ascendancy at 11:57 Killed by multi-hued crystal at level 67 on the 2nd Summertide 122nd year of Ascendancy at 23:47 Killed by Xerath the grizzly bear at level 67 on the 3rd Summertide 122nd year of Ascendancy at 01:08 |
Primary Stats
| Strength | 122 (base 66) |
| Dexterity | 48 (base 33) |
| Constitution | 79 (base 66) |
| Magic | 27 (base 10) |
| Willpower | 56 (base 39) |
| Cunning | 96 (base 66) |
Resources
| Life | 5137/5334 |
| Mana | 758/758 |
| Stamina | 361/393 |
| Equilibrium | 0 |
| Healing Factor | 1 |
| Regeneration | 31.844288430179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 203 |
| Accuracy | 66 |
| Crit Chance | 65% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49.866666666667 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| All | +20% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 48.855504885502 |
| Ranged Defense | 48.855504885502 |
| Fatigue | 0 |
| Physical Save | 46.366666666667 |
| Spell Save | 49.6 |
| Mental Save | 43.316666666667 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (3/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
| Cunning / Tactical | 1.70 |
| 4/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 4/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 6/5 |
| 5/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 6/5 |
| 6/5 |
| Technique / Combat veteran | 1.50 |
| 6/5 |
| 6/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.80 |
| 2/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Spell / Stone alchemy | 0.80 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 6/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Grants a +20% damage bonus. Steamroller |
| detrimental effect | The target is poisoned, taking 88.30 nature damage per turn. Poison |
| detrimental effect | The target is poisoned and sick, doing 38.65 nature damage per turn. All damage it does is reduced by 51%. Numbing Poison |
| beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 12.19, and stamina regeneration by 2.44. Bloodbath |
| beneficial effect | Countering melee attacks: Has a 67% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by white wolf. Escort: repented thief (level 2 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | active |
Equipment
| On feet | Marderim (0 def, 3 armour) Marderim (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -3% Changes stats: +3 Mag / +4 Wil / +3 Cun Changes resistances: +3% blight Spell save: +6 (+2 eff.) Stamina each turn: +0.40 Mana each turn: +0.22 Maximum life: +47.00 Maximum mana: +32.00 Maximum vim: +10.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Movement speed: +10% A pair of boots made of leather. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | werebeast's hardened leather cap (0 def, 3 armour) werebeast's hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +2 Cun / +3 Con Changes resistances: -19% light Life regen: +3.60 A cap made of leather. |
| On fingers | rogue's steel ring of power rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +12 (+4 eff.) Changes stats: +6 Cun Spellpower: +9 (+4 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
| On fingers | wizard's copper ring of misery wizard's copper ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +3 Cun / +4 Mag Spell save: +8 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr) 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: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 123% 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 a temporary damage shield there is 70% chance to shatter it. 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! |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 14 power out of 24/24) : Effective talent level: 4.0 Power cost: 14 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Main armor | cured leather armour of lightning resistance (2 def, 4 armour) cured leather armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +16% lightning A suit of armour made of leather. |
| Cloak | murderer's cashmere cloak of protection (2 def, 0 armour) murderer's cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+17 for 9 turns, die at -598) heroism infusion of the titan (+17 for 9 turns, die at -598)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -598 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 ability. |
movement infusion of the wizard (697% speed; 6 turns) movement infusion of the wizard (697% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 ability. |
regeneration infusion of the sneak (heal 499 over 5 turns) regeneration infusion of the sneak (heal 499 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 life over 5 turns. Its effects scale with your Cunning 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 ability. |
Vargh Redemption 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 1 tidal wave that expands slowly over 7 turns, dealing 18.48 cold and 19.71 physical damage (based on Willpower) each turn and knocking opponents back, costing 53 power out of 60/60. This azure ring seems to be always moist to the touch. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
warrior's gold ring of sensing warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Blindness immunity: +32% Infravision radius: +4 See stealth: +11 See invisible: +7 Rings can have magical properties. |
iron greatsword (15.5-24.8 power, 1 apr) iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Cyrylemira the Glimmerlord (12-16.8 power, 2 apr) Cyrylemira the Glimmerlord (12-16.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 light / +8 cold Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour penetration: +7 Effects on melee hit: * 40% chance to blind Changes resistances: +3% light Changes resistances penetration: +5% light / +6% physical Changes damage: +6% temporal / +6% physical One-handed war axes. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 5 armour) thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
pair of dwarven-steel boots 'Demongrit' (0 def, 11 armour) pair of dwarven-steel boots 'Demongrit' (0 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 darkness Changes stats: +3 Mag / +2 Wil Changes resistances: +3% darkness Changes resistances penetration: +20% darkness Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +7 (+2 eff.) Light radius: +1 Infravision radius: +2 It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +3 (+2 eff.) A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 72.00 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Eye of the storm (Exploration mode) (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By asdf the Superhuman Berserker level 22
8th Mirth 122nd year of Ascendancy at 10:22 see stats
Level 10 (Exploration mode) (Uniques)
Got a character to level 10.By asdf the Superhuman Berserker level 10
78th Pyre 122nd year of Ascendancy at 12:38 see stats
Level 20 (Exploration mode) (Uniques)
Got a character to level 20.By asdf the Superhuman Berserker level 20
8th Mirth 122nd year of Ascendancy at 07:26 see stats
Level 30 (Exploration mode) (Uniques)
Got a character to level 30.By asdf the Superhuman Berserker level 30
8th Mirth 122nd year of Ascendancy at 14:10 see stats
Level 40 (Exploration mode) (Uniques)
Got a character to level 40.By asdf the Superhuman Berserker level 40
9th Mirth 122nd year of Ascendancy at 16:05 see stats
Level 50 (Exploration mode) (Uniques)
Got a character to level 50.By asdf the Superhuman Berserker level 50
2nd Summertide 122nd year of Ascendancy at 05:44 see stats
Size is everything (Exploration mode) (Uniques)
Did over 1500 damage in one attack.By asdf the Superhuman Berserker level 57
2nd Summertide 122nd year of Ascendancy at 10:03 see stats
Size matters (Exploration mode) (Uniques)
Did over 600 damage in one attack.By asdf the Superhuman Berserker level 32
8th Mirth 122nd year of Ascendancy at 19:37 see stats
The secret city (Exploration mode) (Uniques)
Discovered the truth about mages.By asdf the Superhuman Berserker level 18
7th Mirth 122nd year of Ascendancy at 21:59 see stats
Log
Asdf uses Death Dance.
asdf performs a melee critical strike against Thief!
Thief shrugs off the critical damage!
Thief is stunned with fear!
Asdf revels in the spilt blood and grows stronger!
Thief performs a melee critical strike against asdf!
Asdf is poisoned!
Talent Vitality is ready to use.
asdf hits Thief for 0 physical, , 0 physical (0 total damage).
Poison from Thief hits asdf for (30 absorbed), 0 nature (0 total damage).
Numbing Poison from Thief hits asdf for (13 absorbed), 0 nature (0 total damage).
Thief hits asdf for (5 absorbed), 0 acid, (5 absorbed), 0 fire, (133 absorbed), 0 physical, , (6 absorbed), 0 acid, (6 absorbed), 0 fire, (36 absorbed), 0 physical, (6 absorbed), 0 acid, (6 absorbed), 0 fire, (5 absorbed), 0 cold (0 total damage).
Asdf uses Stunning Blow.
asdf performs a melee critical strike against Thief!
Thief shrugs off the critical damage!
Thief is lost in despair!
Your shield crumbles under the damage!
The shield around asdf crumbles.
Asdf's blood frenzy intensifies!
Thief is stunned!
asdf hits Thief for 296 physical, , 0 physical (296 total damage).
Thief hits asdf for (2 absorbed), 3 acid, 5 fire (7 total damage).
Fox rushes out, claws sharp and ready!
Bleeding from Asdf hits Thief for 2 physical damage.
Asdf stops being poisoned.
Asdf no longer revels in blood quite so much.
Asdf deactivates Daunting Presence.
Asdf is no longer poisoned.
