Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Ashes of Urh'Rok 1.7.3Official 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:
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.3Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 17 / 46% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 13 on the 44th Profit 122nd year of Ascendancy at 11:45 0 / 6Killed by worm that walks at level 13 on the 44th Profit 122nd year of Ascendancy at 12:20 Killed by worm that walks at level 13 on the 44th Profit 122nd year of Ascendancy at 12:36 Killed by Emelatira the Guardian at level 17 on the 28th Dearth 122nd year of Ascendancy at 01:24 Killed by Mayamira the gwelgoroth at level 17 on the 28th Dearth 122nd year of Ascendancy at 09:42 Killed by armoured skeleton warrior at level 17 on the 28th Dearth 122nd year of Ascendancy at 14:23 |
Primary Stats
Strength | 51 (base 43) |
Dexterity | 16 (base 11) |
Constitution | 51 (base 36) |
Magic | 11 (base 10) |
Willpower | 26 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -162/598 |
Stamina | 219/239 |
Healing Factor | 1.4040316950178 |
Regeneration | 8.7910591887912 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 9 |
See Invisible | 5 |
Offense: Mainhand
Damage | 109 |
Accuracy | 53 |
Crit Chance | 19% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Temporal | +21% |
Blight | +9% |
Physical | +5% |
Cold | +30% |
Darkness | +6% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +5% |
Fire | +5% |
Defense: Base
Armour (hardiness) | 29.317011280365 (72.903125182002%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 21 |
Physical Save | 31 |
Spell Save | 47 |
Mental Save | 27 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 6%( 70%) |
Cold | + 45%( 70%) |
All | 0%( 70%) |
Darkness | + 11%( 70%) |
Light | + 14%( 70%) |
Temporal | + 5%( 70%) |
Lightning | + 11%( 70%) |
Mind | + 6%( 70%) |
Fire | + 5%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 50% |
Blind Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
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 successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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: * You've found the needed minotaur nose. * You've found the needed ritch stinger. * You've found the needed giant spider spinneret. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) 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 Cun / +4 Wil 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 | Heatbait the brass lantern Heatbait the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Changes resistances penetration: +10% blight / +5% fire Changes damage: +9% blight / +9% temporal 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. |
On head | grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour) grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Heleg [power 220] (14/15 cooldown) Heleg [power 220] (14/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +4 Maximum wards: +3 arcane / +3 temporal / +3 darkness / +3 fire Talent granted: +1 Ward Physical save: +3 (+2 eff.) It can be used to fire a magical bolt dealing 286 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Lisemiwe the Boltquill Lisemiwe the BoltquillPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag / +2 Con Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +12% temporal Spell save: +17 (+5 eff.) Blindness immunity: +26% Maximum stamina: +11.00 Infravision radius: +3 See stealth: +9 See invisible: +5 Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.35 cold and 11.59 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | hateful dwarven-steel greatsword of massacre (46-73 power, 2 apr) hateful dwarven-steel greatsword of massacre (46-73 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 45.5 - 72.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +14% Living Massive two-handed swords. |
On hands | dwarven-steel gauntlets 'Cloudpeal' (0 def, 7 armour) dwarven-steel gauntlets 'Cloudpeal' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +20 (+7 eff.) Armour: +7 Fatigue: +3% Damage (Melee): 8 physical Changes stats: +1 Dex Changes resistances: +6% lightning Changes damage: +5% physical Only die when reaching: -20.00 life Maximum stamina: +20.00 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 | steel mail armour 'Shadewinter' (2 def, 6 armour) steel mail armour 'Shadewinter' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +6% mind / +6% arcane / +14% light / +11% darkness Changes damage: +6% darkness Spell save: +12 (+4 eff.) Mental save: +18 (+9 eff.) Hate when firing a critical mind attack: +3.00 A suit of armour made of mail. |
Cloak | enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Cut immunity: +50% Life regen: +1.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. manasurge rune (regen 604% over 10 turns; mana 30; cd 14)manasurge rune (regen 604% over 10 turns; mana 30; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 604% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. savior's steel ring of darkness (+22%)savior's steel ring of darkness (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+5 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Murkwaker (31-46 power, 2 apr)Murkwaker (31-46 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 16% Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +8 darkness / +19 fire When wielded/worn: Changes stats: +4 Str / +1 Con Changes resistances: +3% darkness Changes resistances penetration: +14% fire Reduces incoming crit damage: 5.00% Global speed: +6% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (31-46 power, 2 apr)steel greatmaul (31-46 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Ragaroddayon the dwarven-steel mace (28-40 power, 4 apr)Ragaroddayon the dwarven-steel mace (28-40 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Changes stats: +2 Wil Critical mult.: +20.00% Stamina each turn: +3.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Saluba the HellsripperSaluba the Hellsripper Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (Ranged): +9 lightning / +20 fire When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +6 Con Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady cured leather sling of firesteady cured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 fire When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Changes damage: +9% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of fate (15-18 power, 3 apr, arcane element)shimmering ash magestaff of fate (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +5 (+2 eff.) Mana each turn: +0.10 Maximum mana: +39.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe of daylight (11-15 power, 3 apr)balanced steel waraxe of daylight (11-15 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 light Damage against: +9% Undead When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+6 eff.) Disarm immunity: +26% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (14-20 power, 3 apr)steel waraxe (14-20 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of erosion (12-18 power, 3 apr)steel waraxe of erosion (12-18 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Fogripper the cashmere cloak (2 def, 0 armour)Fogripper the cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Cun / +3 Dex Changes resistances: +6% nature / +9% darkness Changes damage: +9% lightning / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Xanybeth the Arcwrither (0 def, 0 armour)Xanybeth the Arcwrither (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Mag / +2 Con Changes resistances: +3% lightning / +3% cold / +11% all Reduces incoming crit damage: 10.00% Mental save: +18 (+9 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of dexterity (+2) (0 def, 2 armour)hardened leather gloves of dexterity (+2) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +2 Changes stats: +2 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)restful hardened leather gloves of dexterity (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +3.00 Stamina each turn: +0.90 Maximum stamina: +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather cap of strength (+4) (0 def, 3 armour)prismatic hardened leather cap of strength (+4) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +12% light / +13% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour)steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of acid resistance (6 def, 4 armour)cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +17% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Relguharavor' (9 def, 8 armour)hardened leather armour 'Relguharavor' (9 def, 8 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+8 eff.) Fatigue: +8% Changes resistances: +19% acid Disarm immunity: +20% Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of acid resistance (6 def, 4 armour)rejuvenating cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +16% acid Life regen: +2.00 Stamina each turn: +0.80 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Berynarigar the Sparkbile (20/20, 32-45 power, 10 apr)Berynarigar the Sparkbile (20/20, 32-45 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 41% Damage (Ranged): +12 lightning / +4 cold / +14 nature Damage (radius 2) on crit: +12 cold Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows 'Winterwire' (19/19, 36-50 power, 10 apr)quiver of yew arrows 'Winterwire' (19/19, 36-50 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 41% Damage (Ranged): +24 cold Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +24 cold Arrows are used with bows to pierce your foes to death. |
opal 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 Activation costs 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) 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. Gawyn the Murkspar [power 296] (14/20 cooldown)Gawyn the Murkspar [power 296] (14/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +25% arcane / +5% acid Changes damage: +3% blight / +9% darkness Critical mult.: +5.00% It can be used to create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
zircon 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
By K2 the Dwarf Berserker level 8
20th Profit 122nd year of Ascendancy at 19:44 see stats
By K2 the Dwarf Berserker level 10
36th Profit 122nd year of Ascendancy at 08:31 see stats
By K2 the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 15:24 see stats
By K2 the Dwarf Berserker level 13
44th Profit 122nd year of Ascendancy at 11:44 see stats
By K2 the Dwarf Berserker level 11
37th Profit 122nd year of Ascendancy at 03:59 see stats
By K2 the Dwarf Berserker level 11
39th Profit 122nd year of Ascendancy at 23:02 see stats
By K2 the Dwarf Berserker level 16
4th Dearth 122nd year of Ascendancy at 05:40 see stats
Log
Armoured skeleton warrior regains their balance.
Armoured skeleton warrior hits K2 for 90 physical damage.
Melee retaliation hits Armoured skeleton warrior for (7 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior is out of phase.
K2 hits Armoured skeleton warrior for (110 absorbed), 0 physical, (10 absorbed), 0 darkness, (7 absorbed), 0 physical (0 total damage).
Armoured skeleton warrior hits K2 for 109 physical damage.
Melee retaliation hits Armoured skeleton warrior for (7 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior uses Shield Pummel.
K2 is stunned!
Melee retaliation hits Armoured skeleton warrior for (9 absorbed), 0 fire, (9 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior hits K2 for 32 physical, 46 physical (79 total damage).
K2 activates his Heleg!
K2 hits Armoured skeleton warrior for (117 absorbed), 0 cold (0 total damage).
K2 stops regenerating health quickly.
The shield around armoured skeleton warrior crumbles.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior hits K2 for 43 physical, 35 physical (78 total damage).
Melee retaliation hits Armoured skeleton warrior for 3 fire, 3 fire (6 total damage).
Melee retaliation hits Armoured skeleton warrior for (4 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior hits K2 for 92 physical damage.
K2 casts Rune: Mirror Image.
Talent Warshout is ready to use.
Talent Death Dance is ready to use.
Talent Rush is ready to use.
Armoured skeleton warrior hits K2 for 73 physical damage.
Melee retaliation hits Armoured skeleton warrior for 3 fire damage.
K2 the level 17 dwarf berserker was shattered to death by an armoured skeleton warrior on level 1 of Ruined Dungeon.