Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Steamtech UI 1.1.4 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 22 / 85% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 75 (base 50) |
Dexterity | 42 (base 36) |
Constitution | 63 (base 48) |
Magic | 17 (base 10) |
Willpower | 64 (base 37) |
Cunning | 22 (base 20) |
Resources
Life | 911/911 |
Stamina | 228/228 |
Equilibrium | 20 |
Healing Factor | 1.444619213451 |
Regeneration | 23.325042069891 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 37.880545025042 |
See Invisible | 37.880545025042 |
Offense: Mainhand
Damage | 137 |
Accuracy | 71 |
Crit Chance | 59% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Temporal | +3% |
Physical | +5% |
Arcane | +15% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Physical | +9% |
All | 0% |
Arcane | +10% |
Mind | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 37.825891583619 (98.872541860424%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 20 |
Physical Save | 46 |
Spell Save | 35 |
Mental Save | 47 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 27%( 70%) |
Physical | + 23%( 70%) |
Cold | + 51%( 70%) |
All | + 20%( 70%) |
Lightning | + 51%( 70%) |
Temporal | + 27%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 35%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
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 315 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 625% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 98 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. |
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 319 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Two-handed assault | 1.90 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Chant of Fortress |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Kresberer. Escort: lost warrior (level 1 of Daikara) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bear paw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. 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.' * You've found the needed bloated horror heart. * '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 within4 lumberjacks have died. | done |
Equipment
On feet | pair of dwarven-steel boots 'Wildcrack' (10 def, 8 armour) =FUS= pair of dwarven-steel boots 'Wildcrack' (10 def, 8 armour) =FUS=3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +15 (+4 eff.) Ignore resists +25% nature defense ------ Armor +8 Defense +10 (+5 eff.) Fatigue +3% Life Regen +3.00 Healmod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Olorin the alchemist's lamp Olorin the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% mind defense ------ Mind save +18 (+6 eff.) Life +49.00 Life Regen +4.00 Knockbk Resist +20% Teleport Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Saleremira the drakeskin leather cap (0 def, 5 armour) Saleremira the drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Wil offense ------ Damage +3% temporal Ignore resists +10% arcane When Hit 10 blight defense ------ Armor +5 Fatigue +5% Resistance +6% lightning +8% temporal +9% blight Mind save +9 (+3 eff.) A cap made of leather. |
Tool | Alutoledur [power 175] (13 cooldown) Alutoledur [power 175] (13 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% mind defense ------ Resistance +12% acid +12% cold +9% darkness other ------- Wards +4 light +3 darkness +2 nature +3 mind Talents +1 Ward Fire a magical bolt dealing 203 fire damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savior's copper ring of lightning (+22%) savior's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +7 (+2 eff.) Spell save +6 (+3 eff.) Mind save +7 (+2 eff.) Rings make your fingers look great! |
On fingers | gladiator's gold ring of pilfering gladiator's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Accuracy +10 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 102% 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! |
Around waist | skylord's rough leather belt of recklessness skylord's rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego++] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Wil +2 Cun offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +4 (+1 eff.) defense ------ Physical save +10 (+3 eff.) Spell save +11 (+5 eff.) Mind save +12 (+4 eff.) A belt that goes around your waist. |
In main hand | truestriking steel greatsword of evisceration (127% power, 2 apr) truestriking steel greatsword of evisceration (127% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Master Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +9 (+2 eff.) Ignore resists +9% physical Accuracy +13 (+3 eff.) Ignore Armor +10 Massive two-handed swords. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 241.87 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | fortifying steel mail armour of thunder (2 def, 6 armour) =FUS!= fortifying steel mail armour of thunder (2 def, 6 armour) =FUS!=14.0 Encumbrance T2 heavy armor [Ego++] Arcane/Master While equipped: Stats +7 Str +4 Mag +4 Wil +3 Con offense ------ Physical Crit +5.0% Spell Crit +6% Mind Crit +5% Physical Power +12 (+3 eff.) Spellpower +12 (+6 eff.) Mindpower +10 (+3 eff.) defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% lightning Life +30.00 A suit of armour made of mail. |
Cloak | cashmere cloak 'Barodradig' (2 def, 0 armour) cashmere cloak 'Barodradig' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Mag +4 Wil +2 Con offense ------ Spellpower/crit +4 defense ------ Defense +2 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +2.00 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 'Rimeslice' =FUS!= gold amulet 'Rimeslice' =FUS!=0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +5% physical +15% arcane +6% fire defense ------ Resistance +27% cold Amulets make your neck look great! |
Inventory
regeneration infusion of the psychic (heal 363; 14 cd) regeneration infusion of the psychic (heal 363; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +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... |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
restful gold amulet of manastreaming =Regen= restful gold amulet of manastreaming =Regen=0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 defense ------ Fatigue -6% Life Regen +2.00 other ------- Mana/turn +0.33 Max mana +27.00 Amulets make your neck look great! |
marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life +22.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! |
psionicist's copper ring of nature (+22%) =Nature= psionicist's copper ring of nature (+22%) =Nature=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature Mind save +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of sensing =SPOT= marksman's steel ring of sensing =SPOT=0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +8 See Invis +6 Rings make your fingers look great! |
pixie's steel ring of corrosion (+22%) =Acid= pixie's steel ring of corrosion (+22%) =Acid=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+3 eff.) Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
rogue's steel ring of light (+22%) =Light= rogue's steel ring of light (+22%) =Light=0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +11% light defense ------ Defense +4 (+2 eff.) Resistance +22% light Rings make your fingers look great! |
steel ring steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
truestriking iron battleaxe of crippling (115% power, 1 apr) truestriking iron battleaxe of crippling (115% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego++] Master Weapon Damage 115% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Ignore resists +9% physical Accuracy +10 (+2 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
steel battleaxe (118% power, 2 apr) steel battleaxe (118% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 118% 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% Massive two-handed battleaxes. |
acidic steel greatmaul of evisceration (137% power, 2 apr) acidic steel greatmaul of evisceration (137% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Crit: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: offense ------ Physical Crit +10.0% Physical Power +9 (+2 eff.) Massive two-handed mauls. |
elemental steel greatsword of massacre (142% power, 2 apr) elemental steel greatsword of massacre (142% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 38 cold damage (1/turn) While equipped: offense ------ Damage +13% cold Ignore resists +13% cold Massive two-handed swords. |
truestriking dwarven-steel greatsword of enduring (142% power, 2 apr) truestriking dwarven-steel greatsword of enduring (142% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 143% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +10 Con +7 Wil offense ------ Ignore resists +10% physical Accuracy +7 (+1 eff.) Ignore Armor +12 defense ------ Life +56.00 Massive two-handed swords. |
arcing steel waraxe of daylight (101% power, 3 apr) arcing steel waraxe of daylight (101% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 light Damage Against +11% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage One-handed war axes. |
steel waraxe (108% power, 3 apr) steel waraxe (108% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
steel waraxe of paradox (108% power, 3 apr) steel waraxe of paradox (108% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 temporal While equipped: defense ------ Resistance +7% temporal One-handed war axes. |
shocking steel shield (0 def, 4 armour, 41.5 block) shocking steel shield (0 def, 4 armour, 41.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 lightning When Hit 3 lightning defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield of purity (0 def, 4 armour, 43 block) shocking steel shield of purity (0 def, 4 armour, 43 block)7.0 Encumbrance T2 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 14 lightning When Hit 1 lightning defense ------ Armor +4 Fatigue +8% Resistance +12% nature +11% blight other ------- Talents +1 Block Handheld deflection devices. |
slimy woollen robe of protection (2 def, 3 armour) slimy woollen robe of protection (2 def, 3 armour)2.0 Encumbrance T2 cloth armor [Ego] Disrupt/Master While equipped: offense ------ When Hit: * 4% chance to slow global speed by 53% * 4 arcane resource burn defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +9% all Physical save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour) rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire Life Regen +2.70 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
Mighty Girdle =Carry; red. fatigue= Mighty Girdle =Carry; red. fatigue=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. |
grounding rough leather belt of life =LYN Regen= grounding rough leather belt of life =LYN Regen=1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +6% temporal Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
insulating rough leather belt of shielding =SHIELD Fire Ice= insulating rough leather belt of shielding =SHIELD Fire Ice=1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Resistance +6% fire +6% cold Create a temporary shield that absorbs 170 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
nightruned rough leather belt of shielding =SHIELD Light Dark= nightruned rough leather belt of shielding =SHIELD Light Dark=1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Armor +6 Resistance +6% light +6% darkness Create a temporary shield that absorbs 191 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
Unlightstreak =Fus?= Unlightstreak =Fus?=1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +8 Defense +15 (+7 eff.) Resistance +3% lightning +5% arcane +6% light Mind save +8 (+2 eff.) Life +62.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ 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. |
traveler's pair of rough leather boots (0 def, 1 armour) =Carry= traveler's pair of rough leather boots (0 def, 1 armour) =Carry=2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
insulating pair of iron boots of disengagement (0 def, 3 armour) insulating pair of iron boots of disengagement (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Disengage: Puts all charms on 13 cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 102% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of butchering (0 def, 2 armour) hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +6 (+1 eff.) Accuracy +7 (+1 eff.) Ignore Armor +5 defense ------ Armor +2 Resistance +10% blight Spell save +8 (+4 eff.) 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. |
Toriduhell the drakeskin leather gloves (0 def, 3 armour) =Check!= Toriduhell the drakeskin leather gloves (0 def, 3 armour) =Check!=1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +2 Cun offense ------ Spell Crit +6% Mind Crit +3% Spellpower +11 (+6 eff.) On-Hit 8 acid 7 fire 6 cold 6 lightning Damage +3% arcane +9% mind Ignore resists +20% arcane Accuracy +5 (+1 eff.) defense ------ Armor +3 Physical save +8 (+3 eff.) Mind save +9 (+3 eff.) Disarm Resist +38% other ------- Mana/turn +0.19 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. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of fire (+15%) (1 def, 0 armour) =Fire Will= stabilizing linen wizard hat of fire (+15%) (1 def, 0 armour) =Fire Will=2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +10% fire defense ------ Defense +1 (+0 eff.) Resistance +15% fire Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Glorewe the Chargebile (0 def, 3 armour) =LYN= Glorewe the Chargebile (0 def, 3 armour) =LYN=2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Damage +3% lightning Ignore resists +5% lightning When Hit 8 nature 2 fire defense ------ Armor +3 Fatigue +3% Resistance +7% blight +10% nature +15% lightning A cap made of leather. |
aquamarine aquamarine0.0 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. |
2 opal 2 opal0.0 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. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 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. |
emerald emerald0.0 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. |
garnet garnet0.0 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. |
scorching brass lantern of focus scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind When Hit 11 fire defense ------ Resistance +6% fire other ------- Light +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. |
Obsidianking (dig speed 19 turns) =INFRA Darkness= Obsidianking (dig speed 19 turns) =INFRA Darkness=3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str offense ------ Damage +6% temporal Ignore resists +10% temporal When Hit 4 temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Fatigue -6% Resistance +9% darkness Affinity +15% darkness other ------- Infravision +7 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot =Traps!= Prox's Lucky Halfling Foot =Traps!=2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
piercing steel torque of gale force [power 170] (13 cooldown) piercing steel torque of gale force [power 170] (13 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 178 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (13 cooldown) steel torque of mindblast [power 160] (13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged ash wand of shielding [power 242] (22 cooldown) supercharged ash wand of shielding [power 242] (22 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Kresberer the Dwarf Berserker level 16
18th Loss 122nd year of Ascendancy at 14:00 see stats
By Kresberer the Dwarf Berserker level 19
15th Gold 123rd year of Ascendancy at 12:07 see stats
By Kresberer the Dwarf Berserker level 13
7th Wealth 122nd year of Ascendancy at 23:39 see stats
By Kresberer the Dwarf Berserker level 22
11st Stralite 123rd year of Ascendancy at 13:47 see stats
By Kresberer the Dwarf Berserker level 10
16th Profit 122nd year of Ascendancy at 03:13 see stats
By Kresberer the Dwarf Berserker level 20
15th Gold 123rd year of Ascendancy at 12:07 see stats
By Kresberer the Dwarf Berserker level 16
22nd Loss 122nd year of Ascendancy at 02:26 see stats
By Kresberer the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 05:20 see stats
By Kresberer the Dwarf Berserker level 6
27th Voratun 122nd year of Ascendancy at 23:05 see stats
By Kresberer the Dwarf Berserker level 11
23rd Profit 122nd year of Ascendancy at 09:39 see stats
Log
You pickup 1.00 gold pieces.
Berserker Rage's rage awakens!
Kresberer uses Stunning Blow.
Snow giant boulder thrower is dazed!
Snow giant boulder thrower is stunned!
Snow giant boulder thrower is not dazed anymore.
Snow giant boulder thrower is dazed!
Kresberer hits Snow giant boulder thrower for 136 physical, 88 physical (224 total damage).
Kresberer uses Execution.
Kresberer performs a melee critical strike against Snow giant boulder thrower!
Snow giant boulder thrower is not dazed anymore.
You collect a new ingredient: snow giant kidney (1).
Kresberer's blood frenzy intensifies!
Kresberer hits Snow giant boulder thrower for 702 physical damage.
Kresberer killed Snow giant boulder thrower!
Berserker Rage's rage subsides!
Talent Stunning Blow is ready to use.
You pickup 0.55 gold pieces.
Kresberer picks up (H.): linen wizard hat (1 def, 0 armour).
Kresberer no longer revels in blood quite so much.