










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 20 / 8% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 56 (base 40) |
Dexterity | 26 (base 28) |
Constitution | 36 (base 31) |
Magic | 8 (base 10) |
Willpower | 15 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | 712/716 |
Stamina | 144/144 |
Healing Factor | 1.1979202340232 |
Regeneration | 0.2994800585058 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 106 |
Accuracy | 48 |
Crit Chance | 14% |
APR | 2 |
Speed | 1.11 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Fire | +15% |
Physical | +9% |
Mind | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 32.723073231957 (96.438666929426%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 23 |
Physical Save | 26 |
Spell Save | 8 |
Mental Save | 29 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 16%( 70%) |
Mind | + 20%( 70%) |
All | + 7%( 70%) |
Darkness | + 26%( 70%) |
Light | + 20%( 70%) |
Temporal | + 13%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Confusion Resistance | 43% |
Silence Resistance | 20% |
Knockback Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Strength stat. |
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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Berserker Rage |
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. | active |
You failed to protect the injured seer from death by fire drake hatchling. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +15% fire On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +3 Fatigue +2% Resistance +3% blight Silence Resist +20% Confus Resist +23% Stun Resist +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% blight +5% arcane +3% mind Mind save +12 (+6 eff.) Life +45.00 Stun Resist +20% Knockbk Resist +10% 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Critical power +10.00% On-Hit (Melee): * 20% chance to reduce armor by 12% defense ------ Armor +1 Fatigue +1% Resistance +11% mind Mind save +11 (+6 eff.) Confus Resist +20% other ------- Psi when Hit +0.04 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +15.00% On-Hit 7 physical On-Ranged-Hit 6 physical Damage +9% mind When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 14 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 14 other ------- EQ when Hit +0.04 Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +5 (+3 eff.) defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Anomaly Control +10 Life +53.00 other ------- Max mana +37.00 Max stamina +25.00 Max hate +10.00 Max psi +21.00 Max vim +21.00 Max positive +21.00 Max negative +21.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 151% 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 Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Accuracy +8 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Armor +2 Fatigue +3% Resistance +12% acid +6% temporal +3% light +5% arcane +3% nature +7% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Rare] Disrupt While equipped: offense ------ Physical Crit +2.0% Damage +6% lightning +9% physical defense ------ Armor +9 Defense +10 (+5 eff.) Fatigue +22% Resistance +12% nature +14% blight Unlife -80.00 life other ------- Stamina/turn +3.00 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +2 Wil +1 Con defense ------ Defense +1 (+0 eff.) Mind save +6 (+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 | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +13% darkness Blind Resist +21% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -256 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 258 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] 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 88 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +14% temporal Pinning Resist +20% Knockbk Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +8 Spell save +6 (+6 eff.) Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+8 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Normal] Weapon Damage 138% 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 +6.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Master Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +25% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+3 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +24% Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 117% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +4 mind On-Hit, radius 1 +12 mind On-crit, radius 2 +12 mind +8 light While equipped: offense ------ Accuracy +7 (+3 eff.) When Hit 2 mind defense ------ Defense +9 (+4 eff.) Disarm Resist +31% Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 129% 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% Massive two-handed mauls. |
![]() 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 Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 126% 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, radius 1 +14 fire Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 140% 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, radius 1 +10 fire Massive two-handed swords. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +3 Dex Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Nature Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +20 fire While equipped: offense ------ Global Speed +5% Ignore resists +6% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Disrupt Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 nature On Hit: * 7% chance to slow global speed by 39% Sharp, long, and deadly. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Resistance +6% mind +3% temporal Life Regen +2.00 Cut Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Ignore resists +10% light +20% physical Accuracy +10 (+4 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +11 other ------- Stamina/turn +0.80 Max stamina +19.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +6% light Spell save +9 (+9 eff.) Knockbk Resist +20% other ------- Infravision +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ Spellpower +5 (+2 eff.) On-Hit 7 acid 8 fire Damage +5% acid +5% fire defense ------ Armor +2 Resistance +6% acid +7% fire Spell save +12 (+12 eff.) Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +21.00 Max vim +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Critical power +10.00% On-Hit 8 lightning Damage +3% lightning Accuracy +10 (+4 eff.) defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +7% lightning +2% physical other ------- Stamina/turn +2.00 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ On-Hit 4 acid 5 fire 4 cold 3 lightning defense ------ Armor +2 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. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 cold Damage +4% cold defense ------ Armor +1 Resistance +5% cold 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 physical Damage +5% physical defense ------ Armor +8 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. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Dex offense ------ Physical Power +20 (+7 eff.) On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +13% blight +13% darkness Life +32.00 Life Regen +4.00 Healmod +12% other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% fire Life Regen +3.10 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 Encumbrance T2 light armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% nature +11% blight A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Mag +2 Con offense ------ Damage +6% light defense ------ Armor +7 Fatigue +22% Resistance +15% cold A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 3 fire defense ------ Armor +6 Fatigue +8% Resistance +13% nature +12% blight other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego+] Psionic Weapon Damage 137% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 15 On-ranged-hit +29 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +10% lightning On-Hit (Melee): * 10% chance to slow global speed by 39% * 10 arcane resource burn defense ------ Resistance +3% temporal +6% darkness +9% cold other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 12% defense ------ Resistance +3% acid +9% cold +3% light Life +41.00 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun +2 Dex offense ------ Damage +9% light defense ------ Crit Resistance 10.00% Physical save +6 (+3 eff.) Healmod +11% 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Screaming the Dwarf Berserker level 13
4th Wealth 122nd year of Ascendancy at 04:53 see stats
By Screaming the Dwarf Berserker level 19
10th Dearth 122nd year of Ascendancy at 04:23 see stats
By Screaming the Dwarf Berserker level 10
19th Profit 122nd year of Ascendancy at 14:18 see stats
By Screaming the Dwarf Berserker level 20
11st Dearth 122nd year of Ascendancy at 02:38 see stats
By Screaming the Dwarf Berserker level 16
26th Wealth 122nd year of Ascendancy at 07:45 see stats
By Screaming the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 05:19 see stats
By Screaming the Dwarf Berserker level 7
13rd Profit 122nd year of Ascendancy at 13:45 see stats
By Screaming the Dwarf Berserker level 19
4th Dearth 122nd year of Ascendancy at 04:30 see stats
Log
Screaming picks up (e.): wizard's gold ring.
You pickup 0.55 gold pieces.
Screaming picks up (a.): healing infusion (heal 55; cd 11).
Screaming picks up (d.): regeneration infusion (heal 88; 14 cd).
Screaming picks up (i.): balanced steel dagger of massacre (117% power, 6 apr).
Screaming picks up (p.): slime-covered steel longsword of erosion (109% power, 3 apr).
Screaming picks up (B.): cleansing cured leather armour (6 def, 4 armour).
Screaming picks up (i.): balanced steel dagger of erosion (108% power, 6 apr).
Screaming picks up (w.): Beradurach (0 def, 2 armour).
Screaming picks up (C.): rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour).
Screaming picks up (G.): flaming dwarven-steel shield of purity (0 def, 6 armour, 88.5 block).
Screaming picks up (q.): blazebringer's steel longsword (110% power, 3 apr).
The unstable sand tunnel collapses!
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
You pickup 0.90 gold pieces.
Screaming picks up (D.): radiant dwarven-steel mail armour of Eyal (3 def, 8 armour).
Screaming has finished recovering.
Screaming deactivates Precise Strikes.
Screaming activates Precise Strikes.
Screaming deactivates Berserker Rage.
Screaming activates Berserker Rage.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Saving game...
Saving done.