Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/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 | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Krog |
Class | Berserker |
Level / Exp | 29 / 0% |
Size | big |
Lifes / Deaths | Killed by Iztr the Bringer of Doom at level 17 on the 43rd Haze 122nd year of Ascendancy at 15:22 0 / 7Killed by naga psyren at level 18 on the 46th Haze 122nd year of Ascendancy at 00:36 Killed by naga psyren at level 18 on the 46th Haze 122nd year of Ascendancy at 01:21 Killed by skeleton master archer at level 25 on the 5th Regrowth 123rd year of Ascendancy at 06:45 Killed by elven cultist at level 26 on the 9th Regrowth 123rd year of Ascendancy at 01:13 Killed by elven blood mage at level 26 on the 9th Regrowth 123rd year of Ascendancy at 10:04 Killed by elven blood mage at level 26 on the 10th Regrowth 123rd year of Ascendancy at 04:09 |
Antimagic | Follower |
Primary Stats
Strength | 86 (base 58) |
Dexterity | 53 (base 44) |
Constitution | 31 (base 20) |
Magic | 10 (base 10) |
Willpower | 39 (base 10) |
Cunning | 21 (base 11) |
Resources
Life | 991/991 |
Stamina | 206/206 |
Equilibrium | 30 |
Healing Factor | 1.1658714593978 |
Regeneration | 7.7735027240782 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +45% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 36.051968732286 |
See Invisible | 37.051968732286 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 97 |
Accuracy | 63 |
Crit Chance | 34% |
APR | 10 |
Speed | 1.11 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Blight | +3% |
Physical | +21% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Lightning | +10% |
Cold | +7% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 51.883307766991 (81.151787968034%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 19 |
Physical Save | 46 |
Spell Save | 32 |
Mental Save | 30 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 21%( 70%) |
Physical | + 19%( 70%) |
Cold | + 7%( 70%) |
All | + 7%( 70%) |
Lightning | + 7%( 70%) |
Light | + 10%( 70%) |
Fire | + 42%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 53% |
Confusion Resistance | 11% |
Poison Resistance | 20% |
Blind Resistance | 40% |
Silence Resistance | 10% |
Pinning Resistance | 0% |
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 478 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker Rage |
talent | Precise Strikes |
talent | Antimagic Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 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 Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 199. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 bear paw. * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Arabrena' (0 def, 12 armour) pair of voratun boots 'Arabrena' (0 def, 12 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: -3% Changes stats: +3 Str / +3 Con Changes resistances penetration: +15% blight Changes damage: +3% blight Stamina each turn: +0.50 Maximum life: +41.00 Maximum mana: +40.00 Infravision radius: +3 Movement speed: +10% Damage Shield penetration: +30% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
Light source | watchleader's brass lantern of health watchleader's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +11% Maximum life: +40.00 Light radius: +6 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. 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 | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.6 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 177.08 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. This item has been sent to the Item's Vault. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | Mayubeth MayubethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% acid / +3% physical / +3% light Blindness immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +33% Life regen: +3.00 Only die when reaching: -80.00 life Rings make your fingers look great! |
Around waist | hardened leather belt of recklessness hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Critical mult.: +5.00% A belt that goes around your waist. |
In main hand | stormbringer's steel greatmaul of crippling (27-40 power, 2 apr) stormbringer's steel greatmaul of crippling (27-40 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +10 lightning / +10 cold When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +10% lightning / +7% cold Movement speed: +35% Massive two-handed mauls. |
On hands | Blackoath of the Blightspawn (0 def, 2 armour) Blackoath of the Blightspawn (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 9 acid Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Cun / -2 Con Changes resistances: +6% acid Changes resistances penetration: +10% arcane Changes damage: +5% acid Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +14 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +25% Mana each turn: +0.04 Maximum vim: +20.00 Damage Shield penetration: +10% 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 | fortifying dwarven-steel mail armour of command (8 def, 13 armour) fortifying dwarven-steel mail armour of command (8 def, 13 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +5 Str / +2 Cun / +3 Con Mental save: +13 (+6 eff.) Maximum life: +40.00 A suit of armour made of mail. |
Cloak | Ce'Nibeth (16 def, 0 armour) Ce'Nibeth (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +1 (+0 eff.) Defense: +16 (+6 eff.) Fatigue: -3% Critical mult.: +5.00% Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Mardithad' gold amulet 'Mardithad'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Dex / +4 Wil Changes resistances: +15% nature / +15% blight Poison immunity: +20% Disease immunity: +26% Infravision radius: +2 Amulets make your neck look great! |
Inventory
stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets make your neck look great! |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
solipsist's gold ring of misery solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 20 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 23 physical Changes stats: +9 Cun / +6 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 Mindpower: +7 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
blazebringer's stralite greatmaul of evisceration (56-84 power, 3 apr) blazebringer's stralite greatmaul of evisceration (56-84 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +62 fire When wielded/worn: Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +10% fire Global speed: +7% Massive two-handed mauls. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Chalorain the Glitterweeper [power 245] (15 cooldown) Chalorain the Glitterweeper [power 245] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes resistances penetration: +15% acid Light radius: +3 It can be used to blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of mindblast [power 150] (15 cooldown) powerful steel torque of mindblast [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glida the ash totem of summon tentacle [power 155] (25 cooldown) Glida the ash totem of summon tentacle [power 155] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +1 Cun Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 Mindpower: +5 (+2 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 372 Base Damage: 169 Armor: 18 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of stinging [power 260] (15 cooldown) focusing yew totem of stinging [power 260] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Blazerupture' [power 314] (15 cooldown) yew totem of healing 'Blazerupture' [power 314] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +18% lightning / +5% arcane / +12% light Changes resistances penetration: +15% arcane Changes damage: +6% light It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Krohg'Ulav the Krog Berserker level 19
47th Haze 122nd year of Ascendancy at 15:52 see stats
By Krohg'Ulav the Krog Berserker level 15
33rd Haze 122nd year of Ascendancy at 14:45 see stats
By Krohg'Ulav the Krog Berserker level 17
43rd Haze 122nd year of Ascendancy at 16:38 see stats
By Krohg'Ulav the Krog Berserker level 6
5th Flare 122nd year of Ascendancy at 09:42 see stats
By Krohg'Ulav the Krog Berserker level 23
2nd Wintertide 123rd year of Ascendancy at 07:21 see stats
By Krohg'Ulav the Krog Berserker level 18
46th Haze 122nd year of Ascendancy at 05:12 see stats
By Krohg'Ulav the Krog Berserker level 24
1st Regrowth 123rd year of Ascendancy at 04:59 see stats
By Krohg'Ulav the Krog Berserker level 19
47th Haze 122nd year of Ascendancy at 16:17 see stats
By Krohg'Ulav the Krog Berserker level 10
11st Dusk 122nd year of Ascendancy at 23:09 see stats
By Krohg'Ulav the Krog Berserker level 20
52nd Haze 122nd year of Ascendancy at 12:13 see stats
By Krohg'Ulav the Krog Berserker level 27
11st Regrowth 123rd year of Ascendancy at 06:17 see stats
By Krohg'Ulav the Krog Berserker level 26
9th Regrowth 123rd year of Ascendancy at 10:00 see stats
By Krohg'Ulav the Krog Berserker level 5
78th Pyre 122nd year of Ascendancy at 19:18 see stats
By Krohg'Ulav the Krog Berserker level 19
47th Haze 122nd year of Ascendancy at 15:52 see stats
By Krohg'Ulav the Krog Berserker level 26
7th Regrowth 123rd year of Ascendancy at 02:19 see stats
By Krohg'Ulav the Krog Berserker level 19
47th Haze 122nd year of Ascendancy at 18:05 see stats
By Krohg'Ulav the Krog Berserker level 26
10th Regrowth 123rd year of Ascendancy at 04:10 see stats
Log
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Talent Juggernaut is ready to use.
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
There is an exit to the worldmap here (press '' or right click to use).
Automatic use of talent Drake-Infused Blood skipped: cooldown too low (0).
Ran for 50 turns (stop reason: at exit).