











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | 13 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 13 on the 31st Voratun 122nd year of Ascendancy at 13:37 0 / 5Killed by Ben Cruthdar, the Cursed at level 13 on the 31st Voratun 122nd year of Ascendancy at 15:03 Killed by Ben Cruthdar, the Cursed at level 13 on the 31st Voratun 122nd year of Ascendancy at 20:40 Killed by Ben Cruthdar, the Cursed at level 13 on the 31st Voratun 122nd year of Ascendancy at 22:23 Killed by tempest at level 13 on the 1st Acquisition 122nd year of Ascendancy at 04:36 |
Primary Stats
| Strength | 49 (base 38) |
| Dexterity | 22 (base 20) |
| Constitution | 23 (base 20) |
| Magic | 8 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -135/503 |
| Stamina | 32/158 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 6.2904229778549 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 50 |
| Crit Chance | 7% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Temporal | +3% |
| All | 0% |
| Cold | +27% |
| Nature | +3% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 32.08934837382 (81.151787968034%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 35 |
| Physical Save | 25 |
| Spell Save | 12 |
| Mental Save | 16 |
Defense: Resistances
| Darkness | + 9%( 70%) |
| Lightning | + 15%( 70%) |
| Nature | + 16%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 36%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (3/3)
| 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 139 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: Random Artifact: Shadezeal (6-8 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: Random Artifact: Belyrin (1 def, 0 armour) | done |
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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +5 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 | Oozestake the iron helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Damage when hit (Melee): 2 nature Changes stats: +1 Str / +1 Dex Changes resistances: +6% blight Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of mindblast 'Getarehir' [power 105] (8/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +3% temporal Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spell crit. chance: +2% Light radius: +2 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 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +9 (+5 eff.) Changes stats: +2 Wil Mental save: +4 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | XanathInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% nature / +3% temporal Physical save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In main hand | Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| On hands | iron gauntlets 'Layamitira' (10 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +3 Dex Changes resistances: +9% darkness Spell save: +3 (+3 eff.) 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 | iron plate armour 'Thunderwish' (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +15% lightning / +6% cold Changes resistances penetration: +10% cold Changes damage: +3% nature Maximum life: +25.00 A suit of armour made of metal plates. |
| Cloak | Winterquarry (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +1% physical / +10% cold Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.Midunanik the copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +10% blight Changes damage: +6% arcane Silence immunity: +20% Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Damage Shield penetration: +10% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.marksman's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +8 See invisible: +7 Rings make your fingers look great! |
acidic iron battleaxe of paradox (14-21 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +10% temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.balanced iron battleaxe of dampening (14-20 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+5 eff.) Changes resistances: +12% acid / +12% lightning / +10% cold / +10% fire / +3% all Spell save: +9 (+8 eff.) Disarm immunity: +28% Massive two-handed battleaxes. |
steel battleaxe 'Ebonyhunt' (30-44 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 acid When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to reduce armor by 13% Changes damage: +3% darkness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.hateful steel dagger of persecution (12-15 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +6% Living / +5% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
iron greatsword (16-26 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel greatsword of massacre (34-55 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Bregomas the Quenchwrack Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +4 acid When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +2.0% Effects on ranged hit: * 20% chance to reduce armor by 13% Changes resistances: +18% cold Changes damage: +3% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.elm longbow of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +9 cold When wielded/worn: Changes damage: +14% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Beymas (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% Changes stats: +4 Str / +1 Dex / +4 Wil Changes resistances: +18% nature / +7% all Changes damage: +12% nature Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amymarig the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +2 Str / +1 Dex / +1 Con Changes damage: +6% mind Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
traveler's pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) 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. |
iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex 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. |
This item will automatically be transmogrified when you leave the level.iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str 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. |
Emelyrith the Breezeslicer (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Mag Changes damage: +3% nature Physical save: +11 (+5 eff.) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tarrerion the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +15% lightning / +6% acid Critical mult.: +5.00% A suit of armour made of leather. |
cleansing rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +10% nature / +10% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +10% light / +11% darkness A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
3 agate0.00 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. |
opal0.00 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered 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. |
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 Annulment (1/1)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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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) 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. |
This item will automatically be transmogrified when you leave the level.Cleansefear (22/22, 20-25 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +5.5% Capacity: 22 Travel speed: +200% Damage (Ranged): +9 nature Damage (radius 1) on hit: +4 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Ashwilder the iron torque of mindblast [power 105] (8/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 fire Changes resistances: +6% darkness Knockback immunity: +20% 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 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
2 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. |
2 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. |
4 citrine0.00 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. |
3 zircon0.00 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
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Rybil the Dwarf Berserker level 4
18th Voratun 122nd year of Ascendancy at 04:53 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Rybil the Dwarf Berserker level 12
31st Voratun 122nd year of Ascendancy at 00:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rybil the Dwarf Berserker level 10
26th Voratun 122nd year of Ascendancy at 03:42 see stats
Log
Elydhena the warg is confused and fails to use Rush.
Rybil uses Fearless Cleave.
Rybil uses Fearless Cleave.
Rybil hits Venom drake hatchling for 71 physical, 10 lightning, 10 cold (90 total damage).
Rybil hits Ivulaith the cutpurse for 59 physical, 10 lightning, 9 cold (79 total damage).
Melee retaliation hits Rybil for 7 acid damage.
Elydhena the warg seems more focused.
Melee retaliation hits Venom drake hatchling for 1 nature damage.
Venom drake hatchling hits Rybil for 23 physical damage.
Elydhena the warg uses Willful Strike.
Rybil was blasted back 2 spaces!
Elydhena the warg hits Rybil for 84 physical damage.
Ivulaith the cutpurse uses Infusion: Healing.
Ivulaith the cutpurse receives 80 healing from Infusion: Healing.
Ivulaith the cutpurse shoves Shadow aside.
Rybil seems more focused.
Rybil has finished recovering.
Elydhena the warg's creeping dark hits Venom drake hatchling for 11 darkness damage.
Elydhena the warg's creeping dark hits Venom drake hatchling for 11 darkness damage.
Talent Shattering Blow is ready to use.
Talent Dig is ready to use.
Talent Fearless Cleave is ready to use.
Talent Rush is ready to use.
Tempest casts Lightning.
Tempest hits Rybil for 177 lightning damage.
Rybil the level 13 dwarf berserker was amped to death by a tempest on level 10 of Infinite Dungeon.
Rybil's rage subsides!














































































