











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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. 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 | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 29 / 68% |
Size | big |
Lifes / Deaths | Killed by Dweero the thalore at level 20 on the 4th Dearth 122nd year of Ascendancy at 08:09 2 / 4Killed by corrupted skeleton magus at level 26 on the 29th Shortage 122nd year of Ascendancy at 09:43 Killed by armoured skeleton warrior at level 26 on the 6th Iron 123rd year of Ascendancy at 13:06 Killed by Aerinne the grave wight at level 29 on the 17th Iron 123rd year of Ascendancy at 16:43 |
Primary Stats
Strength | 128 (base 60) |
Dexterity | 22 (base 11) |
Constitution | 75 (base 46) |
Magic | 18 (base 10) |
Willpower | 24 (base 10) |
Cunning | 35 (base 22) |
Resources
Life | 1278/1278 |
Mana | 338/338 |
Stamina | 179/179 |
Healing Factor | 1.3995578233781 |
Regeneration | 15.745025513003 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -49.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 39.508560162218 |
See Invisible | 42.508560162218 |
Offense: Mainhand
Damage | 232 |
Accuracy | 38 |
Crit Chance | 29% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Light | +10% |
Cold | +3% |
Lightning | +9% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Light | +15% |
Arcane | +25% |
Cold | +23% |
Lightning | +33% |
Defense: Base
Armour (hardiness) | 57.511077022655 (89.749889547741%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 38 |
Mental Save | 40 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 18%( 70%) |
Physical | + 28%( 70%) |
Cold | + 20%( 70%) |
All | + 15%( 70%) |
Lightning | + 24%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 23%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 86% |
Poison Resistance | 20% |
Blind Resistance | 90% |
Silence Resistance | 45% |
Teleport Resistance | 10% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
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 583 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
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 516% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Glolrassra the polar bear. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by luminous horror. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Poraretta the giant black ant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Eilinoldarin the hornet swarm. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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. | 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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
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 | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex defense ------ Armor +3 Silence Resist +25% Confus Resist +26% Stun Resist +28% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% mind +3% cold defense ------ Resistance +6% cold +6% fire Life +40.00 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. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% acid defense ------ Armor +8 Resistance +3% blight Life +40.00 Life Regen +4.00 Teleport Resist +10% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +1 Wil +3 Cun +5 Con offense ------ Physical Power +5 (+1 eff.) On-Hit 12 physical On-Ranged-Hit 10 physical Ignore resists +25% arcane Ignore Shields +10% On-Hit (Melee): * 12% chance to reduce all saves and defense by 17 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 17 defense ------ Blind Resist +20% other ------- Hate-on-crit +1.00 Max hate +8.00 Infravision +4 See Stealth +11 See Invisibility +11 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +7.0% Physical Power +10 (+2 eff.) Damage +9% lightning Ignore Armor +3 When Hit 6 physical defense ------ Life Regen +3.00 Stun Resist +31% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Nature/Psionic Weapon Damage 66.5 - 99.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +21 nature On-crit, radius 2 +45 lightning +40 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +42% Ignore resists +33% lightning +23% cold defense ------ Life +20.00 Blind Resist +10% Poison Resist +20% Silence Resist +20% Pinning Resist +10% Massive two-handed mauls. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+1 eff.) On-Hit 12 acid Damage +8% acid Ignore resists +15% light When Hit 2 light 2 temporal defense ------ Armor +2 Fatigue +3% Resistance +12% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+5 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+3 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Cun +2 Con offense ------ Critical power +11.00% Accuracy +6 (+3 eff.) Ignore Armor +7 defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% Stealth +7 other ------- See Invisibility +3 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +6 Cun +4 Con offense ------ Move Speed +10% On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Fatigue -5% Resistance +11% lightning +3% fire +6% nature Life Regen +2.00 Stun Resist +28% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
![]() 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 increase movement speed by 716% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 532 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% acid Ignore resists +15% cold When Hit 2 fire On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Resistance +9% acid +12% fire +11% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +20% fire defense ------ Defense +15 (+8 eff.) Fatigue -5% Life Regen +1.00 Disease Resist +20% Stun Resist +20% other ------- See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +11 (+6 eff.) Mindpower +6 (+3 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 defense ------ Spell save +9 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness +12% blight Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +7 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str offense ------ Damage +9% acid +3% fire defense ------ Resistance +3% acid +3% fire Life +22.00 Disarm Resist +20% Pinning Resist +25% Knockbk Resist +22% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+5 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil defense ------ Armor +4 Resistance +6% nature +4% physical Life +31.00 Disarm Resist +22% Pinning Resist +26% Stun Resist +20% Knockbk Resist +25% Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +16 darkness On-crit, radius 2 +4 darkness While equipped: Stats +14 Con +17 Wil offense ------ Damage +3% arcane Ignore resists +13% physical Accuracy +42 (+15 eff.) Ignore Armor +16 When Hit 2 arcane On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Defense +16 (+8 eff.) Resistance +6% darkness Life +77.00 Disarm Resist +48% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Normal] Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Nature Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +12 Con +10 Wil offense ------ Damage +3% nature +3% light defense ------ Resistance +12% nature +18% fire Life +52.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +13 Critical Rate +4.5% Attack Speed 100% Ignore Shields +14% On-hit +12 mind +8 cold While equipped: offense ------ Damage +18% mind +9% temporal Ignore resists +25% temporal defense ------ Resistance +6% cold +12% temporal One-handed war axes. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Nature Weapon Damage 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 18 On-ranged-hit +35 lightning +20 cold On-Hit, radius 1 +20 cold On-crit, radius 2 +15 lightning +16 cold +12 darkness On Hit: * 20% chance to reduce armor by 21% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Mag +3 Con offense ------ Ignore resists +10% darkness defense ------ Armor +3 Defense +3 (+2 eff.) Resistance +15% fire +9% all Physical save +19 (+4 eff.) other ------- See Invisibility +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T2 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +14 Fatigue +22% Resistance +6% acid +7% physical +6% cold +5% lightning +5% fire Disarm Resist +23% Stun Resist +21% Knockbk Resist +22% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Ego+] Nature While equipped: defense ------ Armor +11 Fatigue +22% Life +26.00 Life Regen +7.30 Healmod +13% other ------- Stamina/turn +1.30 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +3 Defense +25 (+13 eff.) Fatigue -3% Resistance +12% lightning +5% arcane +3% nature Life +33.00 Blind Resist +10% Poison Resist +10% Confus Resist +20% other ------- Stamina/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Wil +4 Con defense ------ Armor +3 Fatigue +5% Disarm Resist +25% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% acid Ignore resists +5% nature When Hit 8 light defense ------ Armor +1 Fatigue +1% other ------- Light +2 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Cun +4 Str offense ------ Damage +9% blight defense ------ Armor +3 Fatigue +3% Resistance +3% acid other ------- Light +3 A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Cun offense ------ On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Armor +4 Fatigue +4% Resistance +19% acid +8% fire +11% lightning +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +6% lightning +6% darkness Ignore resists +25% lightning When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Resistance +15% lightning +9% fire other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Ignore resists +5% fire defense ------ Fatigue -5% Physical save +3 (+0 eff.) Life +60.00 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 +1 Cun +1 Str offense ------ Accuracy +3 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +5 (+1 eff.) Accuracy +5 (+2 eff.) defense ------ Unlife -60.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Kovri the Dwarf Berserker level 12
8th Profit 122nd year of Ascendancy at 21:11 see stats
By Kovri the Dwarf Berserker level 23
7th Shortage 122nd year of Ascendancy at 07:50 see stats
By Kovri the Dwarf Berserker level 24
9th Shortage 122nd year of Ascendancy at 01:12 see stats
By Kovri the Dwarf Berserker level 10
2nd Acquisition 122nd year of Ascendancy at 23:26 see stats
By Kovri the Dwarf Berserker level 20
11st Wealth 122nd year of Ascendancy at 17:39 see stats
By Kovri the Dwarf Berserker level 22
31st Dearth 122nd year of Ascendancy at 04:41 see stats
By Kovri the Dwarf Berserker level 16
6th Wealth 122nd year of Ascendancy at 05:21 see stats
By Kovri the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 09:05 see stats
By Kovri the Dwarf Berserker level 26
12nd Iron 123rd year of Ascendancy at 06:19 see stats
By Kovri the Dwarf Berserker level 8
30th Voratun 122nd year of Ascendancy at 13:43 see stats
By Kovri the Dwarf Berserker level 12
18th Profit 122nd year of Ascendancy at 08:46 see stats
By Kovri the Dwarf Berserker level 22
11st Loss 122nd year of Ascendancy at 08:14 see stats
By Kovri the Dwarf Berserker level 16
6th Wealth 122nd year of Ascendancy at 04:48 see stats
Log
Kovri is on fire!
Aerinne the grave wight's spell attains critical power!
Aerinne the grave wight steals life from Kovri!
Kovri hits Aerinne the grave wight for 2 healing, 2 healing, 45 healing (0 total damage) [49 healing].
Melee retaliation hits Aerinne the grave wight for 3 physical, 3 light, 2 temporal, 3 physical, 3 light, 2 temporal (17 total damage).
Aerinne the grave wight hits Kovri for (47 absorbed), 0 physical, (21 absorbed), 7 acid, 6 fire, 132 physical, 9 fire (153 total damage).
Emeledath the forest wight's glacial vapour area effect hits Emiriathra the vampire for 16 cold damage.
Kovri the level 29 dwarf berserker was scorched to death by Aerinne the grave wight on level 7 of Dreadfell.
Kovri's rage subsides!
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aerinne the grave wight killed Kovri!
Saving game...
Saving done.
Resting starts...
Talent Daunting Presence is ready to use.
Kovri activates Daunting Presence.
Talent Berserker Rage is ready to use.
Talent Death Dance is ready to use.
Kovri activates Berserker Rage.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Perfect Strike is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Rush is ready to use.
Talent Blinding Speed is ready to use.
Rested for 36 turns (stop reason: all resources and life at maximum).