











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 18 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Nerudhelle the snow giant chieftain at level 18 on the 18th Wealth 122nd year of Ascendancy at 03:26 / 2Killed by Burb the snow giant champion at level 18 on the 18th Wealth 122nd year of Ascendancy at 03:52 |
Primary Stats
| Strength | 32 (base 28) |
| Dexterity | 26 (base 21) |
| Constitution | 46 (base 43) |
| Magic | 16 (base 11) |
| Willpower | 18 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -117/672 |
| Stamina | 173/204 |
| Healing Factor | 1.46 |
| Regeneration | 69.821710285273 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| See Stealth | 10 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 43 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.3333333333333 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +13% |
| Lightning | +20% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +5% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 41.317011280365 (73.452380952381%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 14 |
| Physical Save | 37 |
| Spell Save | 46 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 29%( 70%) |
| All | + 16%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 10% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 24 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 124 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| detrimental effect | The target is terrified taking 4 mind and darkness damage per turn and increasing all their cooldowns by 29%. Terrified |
| beneficial effect | The thrill of combat improves the target's maximum life by 3%, life regeneration by 8.30, and stamina regeneration by 1.66. Bloodbath |
| beneficial effect | A flow of life spins around the target, regenerating 24.88 life per turn. Regeneration |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
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 failed to protect the lone alchemist from death by white crystal. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Aeridhera the cold drake hatchling. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)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. | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 ice 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 |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. | active |
Equipment
| On feet | miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +13.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Arcglory (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +3% light +18% fire +9% nature +6% cold A pointy cloth hat, very wizardly... |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 54.96 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | wizard's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +8 (+2 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Erelefang'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Resists +13% mind Crit.dmg- 5.00% HP.reg +2.00 Poison- +10% Disarm- +20% Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
| Around waist | Shinewrither the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% mind Melee Ret 6 light ----- def ----- HP.reg +0.70 Heal.mod +11% ---------- misc Psi/ret +0.12 Hate/m.crit +1.00 A belt that goes around your waist. |
| In main hand | steel battleaxe 'Vorira' (126% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Disrupt Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +12% lightning +3% temporal +6% darkness +10% fire +6% nature +6% all +13% acid +10% cold +5% arcane Spell.save +7 (+2 eff.) Massive two-handed battleaxes. |
| On hands | Ivorin the hardened leather gloves (10 def, 10 armour)1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +20% physical Acc +5 (+1 eff.) Apr +9 ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +11% blight Spell.save +14 (+4 eff.) ---------- misc Max.stam +20.00 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. |
| Main armor | Nimbussnake the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +1% physical Mind.save +9 (+5 eff.) HP.reg +2.80 Stun/Frz- +20% ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
| Cloak | Unrodig the Searfame (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Wil ----- def ----- Defense +7 (+4 eff.) Resists +3% fire Phys.save +6 (+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 | copper amulet 'Emyba'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Wil +3 Mag ----- def ----- Armour +6 Resists +6% acid +5% arcane Amulets can have magical properties. |
Inventory
ethereal rune of the wizard (power 12; resist 19%; move 36%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 36% faster, and you are invisible (power 12). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +22% Disease- +22% Amulets can have magical properties. |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties. |
Unlightdream0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag +2 Wil +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +23% Knockbk- +23% ---------- misc Light +3 Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +23% Knockbk- +22% Rings can have magical properties. |
gold ring 'Emogavena'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +15 (+8 eff.) Dmg.mod +3% blight +3% temporal Acc +13 (+4 eff.) Apr +7 Melee Ret 6 temporal ----- def ----- Defense +9 (+5 eff.) ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 112% 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 can have magical properties. |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +27% Rings can have magical properties. |
warrior's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +8 Resists +20% fire Rings can have magical properties. |
Beluth (108% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 108% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed battleaxes. |
hateful steel greatmaul of phasing (133% power, 9 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Psionic Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Crit +1.0% Atk.spd 100% Phasing +17% Melee+ +10 darkness Against +13% Living Massive two-handed mauls. |
elemental steel greatsword of evisceration (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Arcane/Master Power 133% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) Dmg.mod +7% cold Res.pen +7% cold Massive two-handed swords. |
mighty hardened leather sling of lightning4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +14 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +15% lightning Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of power (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Emylaith' (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Mind.crit +2% Spell.pwr +11 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% temporal +15% darkness +15% physical +3% mind +15% light Melee Ret 8 mind ----- def ----- Armour +4 Defense +5 (+3 eff.) ---------- misc Wards +2 physical +2 temporal +2 darkness +2 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
acidic dwarven-steel waraxe of vileness (116% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.67 to 44.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+3 eff.) 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. |
augmenting cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +3% acid +7% lightning +3% cold +4% arcane +5% fire ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
rough leather cap 'Adoredhera' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Dmg.mod +9% physical Res.pen +5% physical Apr +2 ----- def ----- Armour +1 Fatigue +1% Resists +8% cold ---------- misc Breathe water A cap made of leather. |
quiver of ash arrows of vileness (16/16, 122% power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Ranged+ +12 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Unrudin the alchemist's lamp1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% arcane Res.pen +10% arcane Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Max.mana +40.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (0/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 201/400 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 Chest2.0 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. |
powerful ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of lightning storm [power 170] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (204 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By DwarfKlopp the Dwarf Berserker level 17
16th Wealth 122nd year of Ascendancy at 01:42 see stats
Level 10 (Roguelike)
Got a character to level 10.By DwarfKlopp the Dwarf Berserker level 10
9th Profit 122nd year of Ascendancy at 11:51 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By DwarfKlopp the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 23:54 see stats
The secret city (Roguelike)
Discovered the truth about mages.By DwarfKlopp the Dwarf Berserker level 12
14th Profit 122nd year of Ascendancy at 20:40 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By DwarfKlopp the Dwarf Berserker level 14
21st Profit 122nd year of Ascendancy at 14:10 see stats
Unstoppable (Roguelike)
Returned from the dead.By DwarfKlopp the Dwarf Berserker level 18
18th Wealth 122nd year of Ascendancy at 03:26 see stats
Log
DwarfKlopp hits Snow giant for 16 light, 16 light, 171 physical (204 total damage).
DwarfKlopp hits Snow giant for 99 physical, 16 light, 16 light, 16 light (149 total damage).
DwarfKlopp hits Snow giant boulder thrower for 169 physical damage.
DwarfKlopp killed Snow giant!
DwarfKlopp killed Snow giant!
DwarfKlopp killed Snow giant boulder thrower!
Nerudhelle the snow giant chieftain shoves Snow giant chieftain aside.
Snow giant misses DwarfKlopp.
DwarfKlopp instinctively hardens his skin and ignores the attack!
DwarfKlopp repels an attack from Snow giant chieftain.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at DwarfKlopp!
Snow giant chieftain is knocked back!
Nerudhelle the snow giant chieftain resists the knockback!
DwarfKlopp is knocked back!
Talent Infusion: Regeneration is ready to use.
Terrified from Nerudhelle the snow giant chieftain hits DwarfKlopp for 3 mind, 3 darkness (5 total damage).
Snow giant boulder thrower hits Snow giant chieftain for 111 physical damage.
Snow giant boulder thrower hits DwarfKlopp for 154 physical damage.
Snow giant boulder thrower hits Snow giant for 148 physical damage.
Snow giant boulder thrower hits Nerudhelle the snow giant chieftain for 133 physical damage.
DwarfKlopp uses Infusion: Regeneration.
DwarfKlopp starts regenerating health quickly.
Burb the snow giant champion casts Freeze.
Burb the snow giant champion hits DwarfKlopp for 157 cold damage.
DwarfKlopp the level 18 dwarf berserker was frozen to death by Burb the snow giant champion on level 4 of Daikara.
DwarfKlopp is no longer terrified
DwarfKlopp no longer revels in blood quite so much.
DwarfKlopp stops regenerating health quickly.













































































