Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 22 / 41% |
Size | medium |
Lifes / Deaths | Killed by Emotira the treant at level 22 on the 52nd Haze 122nd year of Ascendancy at 08:59 / 1 |
Primary Stats
Strength | 51 (base 51) |
Dexterity | 40 (base 34) |
Constitution | 25 (base 20) |
Magic | 10 (base 10) |
Willpower | 24 (base 10) |
Cunning | 33 (base 10) |
Resources
Life | -82/700 |
Stamina | 212/272 |
Healing Factor | 1.2153846153846 |
Regeneration | 13.673076923077 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 7 |
See Invisible | 9 |
Offense: Mainhand
Damage | 105 |
Accuracy | 57 |
Crit Chance | 39% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Lightning | +9% |
Darkness | +12% |
Physical | +15% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +42% |
Lightning | +25% |
Darkness | +25% |
All | +20% |
Defense: Base
Armour (hardiness) | 46.292304923968 (86.818181818182%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 19 |
Physical Save | 27 |
Spell Save | 11 |
Mental Save | 28 |
Defense: Resistances
Acid | + 22%( 70%) |
Light | + 20%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 22%( 70%) |
Physical | + 1%( 70%) |
Fire | + 25%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Disarm Resistance | 73% |
Knockback Resistance | 24% |
Confusion Resistance | 22% |
Stun Resistance | 49% |
Pinning Resistance | 45% |
Instadeath Resistance | 100% |
Blind Resistance | 12% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 157.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 20%. Distortion |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Fatigue from poor sleep, dealing 30.34 mind damage per turn. Restless Night |
beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The target is being ravaged by distortion, taking 40.98 physical damage and is losing one physical effect turn. Ravage |
beneficial effect | All damage penetration increased by 13%. Charm: Piercing |
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 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed length of troll intestine. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | undeterred pair of iron boots of tirelessness (0 def, 3 armour) undeterred pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +22% Stamina each turn: +0.30 Maximum stamina: +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Mayyriata' brass lantern 'Mayyriata'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Changes stats: +1 Dex / +1 Wil Changes resistances penetration: +7% all Disarm immunity: +20% Pinning immunity: +20% Light radius: +4 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 | Sunsteel (0 def, 11 armour) Sunsteel (0 def, 11 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +11 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +3% light Changes damage: +6% acid Only die when reaching: -40.00 life Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | yew wand of shielding 'Chargeblack' [power 266] (18/20 cooldown) yew wand of shielding 'Chargeblack' [power 266] (18/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +3% fire It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 13% for 2 turns. * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel citrine ring steel citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 6 fire Changes stats: +6 Cun / +5 Dex Changes resistances: +9% fire Changes damage: +3% lightning / +12% fire Disarm immunity: +30% Pinning immunity: +25% Knockback immunity: +24% Life regen: +10.00 Maximum life: +75.00 Light radius: +4 Infravision radius: +4 Healing mod.: +10% Rings can have magical properties. |
On fingers | rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +27% Life regen: +1.00 Rings can have magical properties. |
Around waist | Bethogamina BethogaminaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Con Changes resistances: +6% acid Changes damage: +3% acid Physical save: +3 (+1 eff.) Maximum life: +30.00 Maximum stamina: +30.00 A belt that goes around your waist. |
In main hand | truestriking dwarven-steel greatsword of crippling (148% power, 2 apr) truestriking dwarven-steel greatsword of crippling (148% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +12% physical Massive two-handed swords. |
On hands | hardened leather gloves 'Doursting' (0 def, 2 armour) hardened leather gloves 'Doursting' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +27 (+7 eff.) Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Armour: +2 Changes resistances penetration: +5% darkness Physical save: +5 (+2 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +23% Maximum stamina: +30.00 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 | impenetrable steel mail armour of clarity (2 def, 13 armour) impenetrable steel mail armour of clarity (2 def, 13 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind Mental save: +11 (+6 eff.) A suit of armour made of mail. |
Cloak | Shadebone the linen cloak (11 def, 0 armour) Shadebone the linen cloak (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Defense: +11 (+4 eff.) Changes stats: +2 Con Changes damage: +6% darkness Stamina each turn: +1.00 Maximum life: +33.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Jetzeal the copper amulet Jetzeal the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +5 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +10% physical Changes damage: +6% darkness / +15% physical Blindness immunity: +12% Only die when reaching: -20.00 life Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Inventory
Blindlace BlindlaceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+4 eff.) Changes stats: +1 Con Changes resistances: +6% light Changes damage: +9% mind / +6% physical Cut immunity: +40% Maximum stamina: +10.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Boredor BoredorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances penetration: +20% arcane Changes damage: +15% arcane / +6% physical Blindness immunity: +26% Infravision radius: +7 Sight radius: +4 See invisible: +13 Combat speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel amulet 'Carrionnail'steel amulet 'Carrionnail' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +8 Damage when hit (Melee): 2 nature Changes resistances: +12% darkness Physical save: +12 (+6 eff.) Spell save: +16 (+12 eff.) Mental save: +13 (+7 eff.) Confusion immunity: +20% Knockback immunity: +10% Teleport immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. ShimmertrailShimmertrail Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce armor by 15% * 20% chance to reduce damage dealt by 16% Changes resistances: +3% acid Changes damage: +12% lightning / +24% acid Maximum encumbrance: +24 Rings can have magical properties. |
copper citrine ring copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Damage (Melee): 5 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 19 Damage (Ranged): 7 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Light radius: +4 Infravision radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
steel greatsword 'Armudorion' (125% power, 2 apr) steel greatsword 'Armudorion' (125% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 126% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Mag / +2 Cun / +5 Con Changes resistances penetration: +5% arcane / +10% physical Disarm immunity: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental steel longsword of massacre (129% power, 3 apr)elemental steel longsword of massacre (129% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 130% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +13% acid Changes damage: +10% acid Sharp, long, and deadly. |
linen cloak 'Duvochak' (1 def, 2 armour) linen cloak 'Duvochak' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Blindness immunity: +10% Disease immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restful voratun gauntlets of dexterity (+2) (0 def, 3 armour) restful voratun gauntlets of dexterity (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Dex Life regen: +3.00 Stamina each turn: +0.90 Maximum stamina: +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron mail armour of the deep (2 def, 6 armour) iron mail armour of the deep (2 def, 6 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of wreckage (dig speed 28 turns) iron pickaxe of wreckage (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Windripper the dwarven-steel torque of psionic shield [power 81] (18/25 cooldown) Windripper the dwarven-steel torque of psionic shield [power 81] (18/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +6% cold Changes resistances penetration: +15% light / +25% nature Changes damage: +6% nature It can be used to setup a psionic shield, reducing all damage taken by 81 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Hellkiss' [power 105] (18/15 cooldown) iron torque of mindblast 'Hellkiss' [power 105] (18/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Mag Changes damage: +9% fire Light radius: +1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle 'Splendourcut' [power 150] (18/25 cooldown) ash totem of summon tentacle 'Splendourcut' [power 150] (18/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +18% lightning Changes resistances penetration: +20% light Changes damage: +18% light It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 371 Base Damage: 164 Armor: 4 All Resist: 9 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 116] (18/15 cooldown) elm totem of stinging [power 116] (18/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Shin the Cornac Berserker level 18
36th Dusk 122nd year of Ascendancy at 23:37 see stats
By Shin the Cornac Berserker level 10
5th Mirth 122nd year of Ascendancy at 19:21 see stats
By Shin the Cornac Berserker level 20
31st Haze 122nd year of Ascendancy at 09:06 see stats
By Shin the Cornac Berserker level 18
10th Haze 122nd year of Ascendancy at 20:35 see stats
By Shin the Cornac Berserker level 21
50th Haze 122nd year of Ascendancy at 03:32 see stats
By Shin the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 13:19 see stats
By Shin the Cornac Berserker level 7
1st Mirth 122nd year of Ascendancy at 03:13 see stats
By Shin the Cornac Berserker level 19
30th Haze 122nd year of Ascendancy at 07:42 see stats
Log
Emotira the treant uses Distortion Bolt.
Emotira the treant's mind surges with critical power!
Shin killed Thought-forged warrior!
Emotira the treant's Distortion Bolt hits Shin for 271 physical damage.
Shin is no longer suffering from insomnia.
Ravage from Emotira the treant hits Shin for 55 physical damage.
Restless Night from Emotira the treant hits Shin for 28 mind damage.
Shin activates his yew wand of shielding 'Chargeblack'!
A shield forms around Shin.
Emotira the treant uses Mind Sear.
Emotira the treant hits Shin for (209 absorbed), 0 mind (0 total damage).
Your shield crumbles under the damage!
The shield around Shin crumbles.
Shin no longer revels in blood quite so much.
Shin is not stunned anymore.
Shin has recovered!
Ravage from Emotira the treant hits Shin for (29 absorbed), 25 physical (25 total damage).
Restless Night from Emotira the treant hits Shin for (28 absorbed), 0 mind (0 total damage).
Shin casts Rune: Blink.
Shin is out of phase.
Shadow casts Phase Door.
Ravage from Emotira the treant hits Shin for 48 physical damage.
Restless Night from Emotira the treant hits Shin for 25 mind damage.
Shin the level 22 cornac berserker was ground to death by Emotira the treant on level 4 of Old Forest.
Shin is no longer out of phase.
Shin is no longer distorted.
Shin is no longer being ravaged.
Shin has recovered from poor sleep.