











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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 37 / 90% |
Size | medium |
Lifes / Deaths | Killed by Xera the multi-hued drake hatchling at level 17 on the 6th Profit 122nd year of Ascendancy at 13:20 0 / 8Killed by Shasshhiy'Kaish at level 28 on the 30th Profit 122nd year of Ascendancy at 21:49 Killed by Mayyth the orc assassin at level 29 on the 31st Profit 122nd year of Ascendancy at 03:07 Killed by Emyba the storm drake hatchling at level 30 on the 32nd Profit 122nd year of Ascendancy at 23:49 Killed by Xereta the gigantic corrosive tunneler at level 36 on the 3rd Wealth 122nd year of Ascendancy at 18:33 Killed by Elita the large white snake at level 36 on the 4th Wealth 122nd year of Ascendancy at 04:15 Killed by Beloralle the orc grand summoner at level 37 on the 7th Wealth 122nd year of Ascendancy at 07:09 Killed by luminous horror at level 37 on the 7th Wealth 122nd year of Ascendancy at 15:59 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 26 (base 17) |
Constitution | 102 (base 60) |
Magic | 18 (base 10) |
Willpower | 30 (base 17) |
Cunning | 23 (base 16) |
Resources
Life | -291/1982 |
Stamina | 41/338 |
Healing Factor | 1.5073484249332 |
Regeneration | 8.5429680082394 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 58.074207531484 |
See Invisible | 60.074207531484 |
Offense: Mainhand
Damage | 102 |
Accuracy | 61 |
Crit Chance | 40% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +10% |
Cold | +20% |
Blight | +3% |
Physical | +29% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Acid | +15% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 79.865930374814 (100%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 38 |
Physical Save | 70 |
Spell Save | 66 |
Mental Save | 54 |
Defense: Resistances
Lightning | + 17%( 70%) |
Acid | + 29%( 80%) |
Darkness | + 14%( 70%) |
Temporal | + 10%( 70%) |
Cold | + 38%( 70%) |
Physical | + 21%( 75%) |
Fire | + 12%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 24% |
Disarm Resistance | 55% |
Confusion Resistance | 60% |
Knockback Resistance | 47% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. |
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 46 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 140 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Warcries | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 13): Headhunter0 / 3 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 20): Near SightedYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 21): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: Random Artifact: Xerenor | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 31): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 32): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 34): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Venompunish (20-24 power, 4 apr, darkness element) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Con Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% cold Changes damage: +9% fire / +12% physical Critical mult.: +10.00% Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 356 Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Str / +6 Con Changes damage: +3% blight / +9% physical Spell save: +11 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Maximum stamina: +10.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +4 Con Changes resistances: +1% physical Changes damage: +3% physical Physical save: +9 (+2 eff.) Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +20% Only die when reaching: -60.00 life Maximum life: +22.00 Maximum stamina: +30.00 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +5 Dex Mental crit. chance: +7% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 46 power out of 150/150) : Effective talent level: 3.0 Power cost: 46 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 126.78. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +30 (+8 eff.) Armour: +17 Fatigue: +22% Changes stats: +3 Str / +4 Dex / +2 Con Changes resistances: +6% acid / +7% physical / +8% fire / +8% lightning / +10% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +30% Stun/Freeze immunity: +28% Knockback immunity: +27% Only die when reaching: -40.00 life Maximum stamina: +30.00 A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +2 Str / +2 Dex / +3 Cun / +5 Con Changes resistances penetration: +10% physical Physical save: +8 (+2 eff.) Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 28 power out of 9/36) : Effective talent level: 4.0 Power cost: 28 out of 9/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (118). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -424 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 848 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 29 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() psionicist's stralite ring of speed Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+4 eff.) Changes stats: +6 Wil Mental save: +12 (+4 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown : Effective talent level: 5.2 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
![]() Sepsistaint the stralite dagger (28-37 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 21% Damage (Melee): +10 darkness Damage (radius 2) on crit: +20 lightning Damage against: +11% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 43% Damage when hit (Melee): 8 nature Changes resistances: +9% nature Changes damage: +9% lightning Sharp, short and deadly. |
![]() Shocktide the stralite waraxe (32-44 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +12 acid / +12 lightning When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +9 (+4 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +24% lightning / +6% fire Changes resistances penetration: +10% acid / +10% fire Disarm immunity: +37% One-handed war axes. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +31 (+11 eff.) Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Cun / +7 Dex Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +4 Str / +6 Mag / +6 Wil Critical mult.: +15.00% Maximum encumbrance: +28 Physical save: +7 (+2 eff.) Stamina each turn: +1.00 Maximum stamina: +20.00 It can be used to blink to a nearby random location (rad 21) Activation puts all charms on cooldown for 19 turns. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +4 Con Changes damage: +6% physical Size category: +1 A pair of boots made of leather. |
![]() steady hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +7 Physical power: +7 (+2 eff.) Armour: +2 Changes resistances: +7% blight Physical save: +6 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +27% 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. |
![]() Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+6 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+5 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 12 power out of 25/25) : Effective talent level: 2.0 Power cost: 12 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 8 Defense and your attacks will gain 14% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() cleansing voratun plate armour of cold resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +16% blight / +21% cold / +14% nature A suit of armour made of metal plates. |
![]() Healoozer the quiver of yew arrows (16/16, 40-57 power, 12 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 40.5 - 56.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +8.0% Capacity: 16 On weapon hit: * 20% chance to slow global speed by 43% Travel speed: +200% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +8 physical / +8 nature When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 31 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() survivor's alchemist's lamp of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +9 (+2 eff.) Spell save: +8 (+2 eff.) Light radius: +4 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 23 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat. Activation costs 57 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Con Reduces incoming crit damage: 10.00% It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +15 (+6 eff.) Changes stats: +1 Cun See invisible: +3 It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 12 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% nature / +5% arcane Spell save: +12 (+3 eff.) It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By EndlessBerserker the Dwarf Berserker level 27
25th Profit 122nd year of Ascendancy at 18:33 see stats
By EndlessBerserker the Dwarf Berserker level 9
28th Voratun 122nd year of Ascendancy at 06:48 see stats
By EndlessBerserker the Dwarf Berserker level 32
39th Profit 122nd year of Ascendancy at 01:34 see stats
By EndlessBerserker the Dwarf Berserker level 23
17th Profit 122nd year of Ascendancy at 06:28 see stats
By EndlessBerserker the Dwarf Berserker level 12
1st Acquisition 122nd year of Ascendancy at 17:47 see stats
By EndlessBerserker the Dwarf Berserker level 25
19th Profit 122nd year of Ascendancy at 15:52 see stats
By EndlessBerserker the Dwarf Berserker level 33
42nd Profit 122nd year of Ascendancy at 02:00 see stats
By EndlessBerserker the Dwarf Berserker level 10
28th Voratun 122nd year of Ascendancy at 18:01 see stats
By EndlessBerserker the Dwarf Berserker level 20
11st Profit 122nd year of Ascendancy at 14:34 see stats
By EndlessBerserker the Dwarf Berserker level 30
32nd Profit 122nd year of Ascendancy at 12:15 see stats
By EndlessBerserker the Dwarf Berserker level 15
3rd Profit 122nd year of Ascendancy at 09:08 see stats
By EndlessBerserker the Dwarf Berserker level 35
1st Wealth 122nd year of Ascendancy at 18:16 see stats
By EndlessBerserker the Dwarf Berserker level 22
15th Profit 122nd year of Ascendancy at 05:43 see stats
By EndlessBerserker the Dwarf Berserker level 14
2nd Profit 122nd year of Ascendancy at 22:43 see stats
Log
Beloralle the orc grand summoner's mind surges with critical power!
Blade horror uses Psionic Pull.
EndlessBerserker is unstoppable!
Blade horror hits Giant spider for 94 physical damage.
Blade horror hits Minotaur for 94 physical damage.
Blade horror hits EndlessBerserker for (56 refused), 0 physical (0 total damage).
Blade horror hits Beloralle the orc grand summoner for 93 physical damage.
Select a target to teleport...
Talent Shattering Shout is ready to use.
Talent Stunning Blow is ready to use.
Luminous horror casts Healing Light.
EndlessBerserker is unstoppable!
Poison from Giant spider hits EndlessBerserker for (143 refused), 0 nature (0 total damage).
Luminous horror receives 351 healing.
Bleeding from Beloralle the orc grand summoner hits EndlessBerserker for (30 refused), 0 physical (0 total damage).
Luminous horror casts Healing Light.
Luminous horror receives 351 healing.
EndlessBerserker activates his cleansing elven-wood totem of healing!
EndlessBerserker stops bleeding.
EndlessBerserker stops being poisoned.
EndlessBerserker stops regenerating health quickly.
Talent Infusion: Movement is ready to use.
Talent Rune: Shielding is ready to use.
Luminous horror casts Searing Light.
Luminous horror hits EndlessBerserker for 129 light damage.
EndlessBerserker the level 37 dwarf berserker was jerkied to death by a luminous horror on level 34 of Infinite Dungeon.
EndlessBerserker no longer revels in blood quite so much.
EndlessBerserker's rage subsides!