Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Berserker |
Level / Exp | 23 / 31% |
Size | big |
Lifes / Deaths | Killed by Imir the shalore at level 10 on the 12nd Dusk 122nd year of Ascendancy at 12:38 0 / 7Killed by Bethama the snow giant chieftain at level 13 on the 4th Haze 122nd year of Ascendancy at 01:26 Killed by snow giant chieftain at level 13 on the 4th Haze 122nd year of Ascendancy at 08:21 Killed by snow giant boulder thrower at level 13 on the 4th Haze 122nd year of Ascendancy at 23:34 Killed by Mr. Giant at level 16 on the 9th Decay 122nd year of Ascendancy at 22:23 Killed by Lisybeth the sand-drake at level 16 on the 1st Wintertide 123rd year of Ascendancy at 02:21 Killed by Gama the cold drake hatchling at level 23 on the 46th Pyre 123rd year of Ascendancy at 23:14 |
Primary Stats
Strength | 73 (base 49) |
Dexterity | 26 (base 18) |
Constitution | 48 (base 41) |
Magic | 13 (base 10) |
Willpower | 17 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | -111/842 |
Stamina | 26/164 |
Healing Factor | 1.6814678899082 |
Regeneration | 24.030904929896 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 102 |
Accuracy | 42 |
Crit Chance | 74% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 42 |
Crit Chance | 86% |
APR | 26 |
Speed | 0.90 |
Offense: Spell
Spellpower | 2.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 46.723073231957 (100%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 29 |
Physical Save | 57 |
Spell Save | 58 |
Mental Save | 40 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 76% |
Confusion Resistance | 10% |
Disarm Resistance | 70% |
Stun Resistance | 56% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 395 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 580 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -247 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 490% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Berserker Rage |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | Increases critical hit chance by 50%. Berserker Rage |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 9.77, and stamina regeneration by 1.95. Bloodbath |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | 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 |
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 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 fire dragon that dwelled there. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 14. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Murkvile the pair of dwarven-steel boots (0 def, 4 armour) Murkvile the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 mind Changes resistances penetration: +10% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mindpower: +16 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | hateful quiver of ash arrows of amnesia (16/16, 121% power, 7 apr) hateful quiver of ash arrows of amnesia (16/16, 121% power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +12 darkness Damage against: +9% Living Arrows are used with bows to pierce your foes to death. |
Light source | Elelaith the alchemist's lamp Elelaith the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Wil Changes resistances: +6% acid Changes resistances penetration: +10% acid Critical mult.: +15.00% Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Ivaldalaith (0 def, 4 armour) Ivaldalaith (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% nature / +13% blight Spell save: +12 (+4 eff.) Blindness immunity: +10% Pinning immunity: +10% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Barydunadas' (0 def, 1 armour) iron gauntlets 'Barydunadas' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Fatigue: -4% Changes stats: +3 Cun / +1 Mag Changes resistances: +3% darkness / +9% acid Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Abyssnight (dig speed 15 turns) Abyssnight (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Str Changes resistances: +7% physical / +15% fire Changes resistances penetration: +25% light Changes damage: +6% light / +6% fire Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Manylin the gold ring Manylin the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Changes stats: +6 Str / +7 Con Changes resistances: +5% arcane Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Life regen: +0.70 Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +52.00 Healing mod.: +22% Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
In main hand | Glythra the voratun greatmaul (190% power, 4 apr) Glythra the voratun greatmaul (190% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 191% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 26 arcane resource burn On weapon crit: * burns latent spell energy Damage Shield penetration (this weapon only): +40% Damage (Melee): +12 temporal / +17 nature When wielded/worn: Changes resistances: +9% darkness Changes damage: +3% physical Massive two-handed mauls. |
Around waist | Manelach the hardened leather belt Manelach the hardened leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Cun Changes resistances: +9% acid / +5% blight Physical save: +20 (+6 eff.) Light radius: +3 Infravision radius: +3 A belt that goes around your waist. |
In off hand | Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | cashmere cloak 'Brenuthel' (2 def, 0 armour) cashmere cloak 'Brenuthel' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% arcane / +12% temporal Physical save: +14 (+4 eff.) Mental save: +16 (+5 eff.) Disease immunity: +15% Pinning immunity: +10% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Duskcrypt (7 def, 13 armour) Duskcrypt (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +7 Str Changes resistances: +18% darkness / +5% physical / +3% nature / +10% arcane Changes resistances penetration: +15% darkness Changes damage: +3% nature Spell save: +30 (+8 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
regeneration infusion of the sneak (heal 325 over 5 turns) regeneration infusion of the sneak (heal 325 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 471 over 5 turns) regeneration infusion of the warrior (heal 471 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 504 over 5 turns) regeneration infusion of the warrior (heal 504 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 19%; cure magical) wild infusion of the wizard (resist 19%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 461 for 3 turns) shielding rune of the warrior (absorb 461 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 461 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel ring 'Zubyrin' steel ring 'Zubyrin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +6% blight Changes resistances penetration: +20% blight Changes damage: +15% blight Stun/Freeze immunity: +25% Life regen: +0.80 Rings can have magical properties. |
Obliterator (159% power, 10 apr) Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
This item will automatically be transmogrified when you leave the level. bladed dwarven-steel helm of trickery (0 def, 4 armour)bladed dwarven-steel helm of trickery (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +3 Cun It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 328.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettagrim the stralite shield (10 def, 15 armour, 195 block) Hettagrim the stralite shield (10 def, 15 armour, 195 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +15 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 10 fire Changes stats: +3 Str Changes resistances: +15% fire Talent granted: +4 Block Physical save: +6 (+2 eff.) Handheld deflection devices. |
2 onyx 2 onyx0.00 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. |
3 aquamarine 3 aquamarine0.00 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 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. |
quartz quartz0.00 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mr. Giant the Ogre Berserker level 16
1st Wintertide 123rd year of Ascendancy at 07:08 see stats
By Mr. Giant the Ogre Berserker level 16
53rd Haze 122nd year of Ascendancy at 16:56 see stats
By Mr. Giant the Ogre Berserker level 18
65th Regrowth 123rd year of Ascendancy at 23:07 see stats
By Mr. Giant the Ogre Berserker level 10
7th Flare 122nd year of Ascendancy at 07:41 see stats
By Mr. Giant the Ogre Berserker level 20
4th Pyre 123rd year of Ascendancy at 05:06 see stats
By Mr. Giant the Ogre Berserker level 16
53rd Haze 122nd year of Ascendancy at 19:32 see stats
By Mr. Giant the Ogre Berserker level 22
45th Pyre 123rd year of Ascendancy at 11:42 see stats
By Mr. Giant the Ogre Berserker level 10
12nd Dusk 122nd year of Ascendancy at 22:16 see stats
By Mr. Giant the Ogre Berserker level 17
13rd Regrowth 123rd year of Ascendancy at 16:06 see stats
By Mr. Giant the Ogre Berserker level 20
11st Pyre 123rd year of Ascendancy at 20:43 see stats
By Mr. Giant the Ogre Berserker level 16
10th Decay 122nd year of Ascendancy at 18:18 see stats
By Mr. Giant the Ogre Berserker level 16
1st Wintertide 123rd year of Ascendancy at 02:22 see stats
Log
Mr. Giant performs a melee critical strike against Gama the cold drake hatchling!
Gama the cold drake hatchling shrugs off the effect 'Armor Corroded'!
Gama the cold drake hatchling resists the mind attack!
Gama the cold drake hatchling's Warp Blade has been burned!
Mr. Giant hits Gama the cold drake hatchling for 248 physical, 6 temporal, 9 nature, 0 arcane, 1 mind, 4 arcane, 19 physical, 2 mind (288 total damage).
Gama the cold drake hatchling hits Mr. Giant for 4 cold, 4 cold (9 total damage).
Gama the cold drake hatchling shoots!
Gama the cold drake hatchling is no longer out of phase.
Mr. Giant is unstoppable!
Gama the cold drake hatchling's Shoot hits Mr. Giant for (29 refused), 22 physical, (13 refused), 0 fire, (27 refused), 0 temporal (22 total damage).
Orc soldier uses Sunder Armour.
Orc soldier misses Mr. Giant.
Mr. Giant stops regenerating health quickly.
Mr. Giant performs a melee critical strike against Gama the cold drake hatchling!
Gama the cold drake hatchling shrugs off the critical damage!
Gama the cold drake hatchling shrugs off the effect 'Armor Corroded'!
Gama the cold drake hatchling's Warp Mine Away has been burned!
Mr. Giant performs a melee critical strike against Gama the cold drake hatchling!
Mr. Giant hits Gama the cold drake hatchling for 115 physical, 6 temporal, 9 nature, 0 arcane, 2 mind, 5 arcane, 42 physical, 2 mind (182 total damage).
Gama the cold drake hatchling hits Mr. Giant for 4 cold, 4 cold (9 total damage).
Gama the cold drake hatchling shoots!
Gama the cold drake hatchling's Shoot hits Mr. Giant for 43 physical, 11 fire, 23 temporal (77 total damage).
Gama the cold drake hatchling is fully armored again.
Orc soldier uses Crush.
Orc soldier misses Mr. Giant.
Gama the cold drake hatchling casts Dimensional Step.
Mr. Giant resists Gama the cold drake hatchling's space-time folding!
Saving game...