











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.6.7Official 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.
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:
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 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 16 / 92% |
Size | medium |
Lifes / Deaths | Killed by Betalessra the lesser vampire at level 16 on the 19th Profit 122nd year of Ascendancy at 08:45 / 1 |
Primary Stats
Strength | 39 (base 43) |
Dexterity | 1 (base 11) |
Constitution | 24 (base 33) |
Magic | 1 (base 10) |
Willpower | 1 (base 10) |
Cunning | 1 (base 10) |
Resources
Life | -1/598 |
Stamina | 73/84 |
Healing Factor | 1.4182474226804 |
Regeneration | 19.383963273764 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
Offense: Mainhand
Damage | 83 |
Accuracy | 32 |
Crit Chance | 49% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 0 |
Crit Chance | 0% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +10% |
Blight | +5% |
Physical | +22% |
Mind | +4% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.317011280365 (73.452380952381%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 3 |
Physical Save | 41 |
Spell Save | 34 |
Mental Save | 31 |
Defense: Resistances
Acid | + 18%( 70%) |
Light | + 33%( 70%) |
Darkness | + 10%( 70%) |
Physical | + 10%( 70%) |
Mind | + 10%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Confusion Resistance | 56% |
Stun Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
detrimental effect | The target is on fire, taking 40.31 fire damage per turn. Burning |
detrimental effect | The target is being distracted by a hallucination, reducing all damage dealt to non-hallucinations targets by 34%. Hideous Visions |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 37%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
beneficial effect | Increases critical hit chance by 45%. Berserker Rage |
detrimental effect | Movement speed is reduced by 50%. Slow movement |
detrimental effect | The target is being driven mad by the void, taking 9.34 darkness damage per turn and reducing all powers by 5. Dark Whispers |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
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 lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength 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. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 length of troll intestine. * '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.' | 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(18 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 10% ----- def ----- Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Confus- +46% ---------- misc Max.stam +12.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +44.00 HP.reg +6.00 Heal.mod +11% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 31.5 - 50.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living Massive two-handed swords. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Melee+ 6 mind Dmg.mod +4% mind +12% physical ----- def ----- Armour +1 Defense +5 (+5 eff.) Resists +6% mind ---------- misc Stam/turn +2.00 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 | ![]() 14.0 T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +9 Defense +7 (+7 eff.) Fatigue +12% Resists +15% acid +6% physical Crit.dmg- 5.00% Phys.save +10 (+4 eff.) Mind.save +11 (+6 eff.) ---------- misc Light +3 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +8 (+7 eff.) Resists +6% darkness Crit.dmg- 5.00% Phys.save +7 (+3 eff.) HP.reg +2.00 Heal.mod +10% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 410% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +22% ---------- misc Max.enc +21 Infravis +3 See.Stealth +7 See.Invis +6 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +10 Wil +13 Cun dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +12 (+8 eff.) Melee Ret 2 light On Hit (Melee): * 20% chance to reduce armor by 5% Rings can have magical properties. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 5 While equipped: ----- def ----- Max.HP +60.00 Heal.mod +10% Blind- +10% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +9 (+8 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +4 physical While equipped: Stats +2 Str ----- def ----- Resists +6% blight Massive two-handed swords. |
![]() 14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness +15% nature Melee Ret 2 darkness ----- def ----- Armour +10 Defense +10 (+8 eff.) Fatigue +12% Mind.save +22 (+10 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Max.HP +20.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +9% acid +2% physical +5% arcane Max.HP +34.00 HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +6% lightning +3% light +9% mind Spell.save +6 (+3 eff.) Poison- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Mind.crit +1% Mind.pwr +5 (+1 eff.) ----- def ----- Defense +7 (+7 eff.) Resists +3% physical Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Dex +1 Mag +1 Wil +1 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue -4% Resists +3% light Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +10% physical ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +5% nature +3% light +3% darkness Pinning- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% cold +9% mind HP.reg +2.00 Stun/Frz- +10% Knockbk- +20% Skullcracker: Puts all charms on 18 cooldown Level 3.6 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 256.7 Physical damage. If the attack hits, the target is confused (8% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +3% lightning +6% nature +3% acid Crit.dmg- 5.00% HP.reg +4.00 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T1 head armor [Ego+] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 18 cooldown Level 3.6 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 256.7 Physical damage. If the attack hits, the target is confused (8% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego+] Disrupt/Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 5 ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +5% Resists +5% fire +5% cold Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% Dmg.mod +12% fire ----- def ----- Resists +3% light Phys.save +6 (+2 eff.) Spell.save +3 (+1 eff.) Heal.mod +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 14 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By stunny bunny the Dwarf Berserker level 10
2nd Acquisition 122nd year of Ascendancy at 15:17 see stats
By stunny bunny the Dwarf Berserker level 16
19th Profit 122nd year of Ascendancy at 05:11 see stats
By stunny bunny the Dwarf Berserker level 5
17th Voratun 122nd year of Ascendancy at 22:54 see stats
By stunny bunny the Dwarf Berserker level 9
29th Voratun 122nd year of Ascendancy at 22:40 see stats
By stunny bunny the Dwarf Berserker level 13
7th Profit 122nd year of Ascendancy at 09:46 see stats
By stunny bunny the Dwarf Berserker level 16
19th Profit 122nd year of Ascendancy at 02:59 see stats
Log
Betalessra the lesser vampire receives 2 healing from stunny bunny.
Betalessra the lesser vampire casts Netherblast.
Betalessra the lesser vampire loses 12 health to the entropy.
Bleeding from Stunny bunny hits Betalessra the lesser vampire for 57 physical damage.
Stunny bunny slows down.
Dark Whispers from Betalessra the lesser vampire hits stunny bunny for 11 darkness damage.
Burning from Betalessra the lesser vampire hits stunny bunny for 31 fire damage.
Hallucination's morale has been lowered.
Betalessra the lesser vampire casts Accelerate.
Betalessra the lesser vampire is moving at extreme speed!
Betalessra the lesser vampire loses 12 health to the entropy.
Bleeding from Stunny bunny hits Betalessra the lesser vampire for 57 physical damage.
Stunny bunny seems more focused.
Talent Shattering Blow is ready to use.
Dark Whispers from Betalessra the lesser vampire hits stunny bunny for 14 darkness damage.
Burning from Betalessra the lesser vampire hits stunny bunny for 39 fire damage.
Betalessra the lesser vampire slows down.
Betalessra the lesser vampire hits stunny bunny for 7 physical, 6 healing, 17 fire (23 total damage) [6 healing].
Melee retaliation hits Betalessra the lesser vampire for 10 blight damage.
stunny bunny the level 16 dwarf berserker was scorched to death by Betalessra the lesser vampire on level 4 of Scintillating Caves.
Stunny bunny stops burning.
Stunny bunny deactivates Berserker Rage.
stunny bunny's rage subsides!
Stunny bunny deactivates Daunting Presence.
Stunny bunny's whispers fade.