














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Yeek |
Class | Berserker |
Level / Exp | 28 / 38% |
Size | medium |
Lifes / Deaths | Killed by giant eel at level 1 on the 76th Pyre 122nd year of Ascendancy at 13:46 / 94Killed by yaech psion at level 1 on the 77th Pyre 122nd year of Ascendancy at 04:44 Killed by yaech mindslayer at level 2 on the 77th Pyre 122nd year of Ascendancy at 20:57 Killed by ritch flamespitter at level 6 on the 3rd Mirth 122nd year of Ascendancy at 02:19 Killed by ritch flamespitter at level 6 on the 4th Mirth 122nd year of Ascendancy at 05:44 Killed by chitinous ritch at level 6 on the 4th Mirth 122nd year of Ascendancy at 06:17 Killed by chitinous ritch at level 6 on the 4th Mirth 122nd year of Ascendancy at 06:56 Killed by chitinous ritch at level 6 on the 4th Mirth 122nd year of Ascendancy at 07:33 Killed by ritch flamespitter at level 7 on the 4th Mirth 122nd year of Ascendancy at 11:20 Killed by chitinous ritch at level 8 on the 4th Mirth 122nd year of Ascendancy at 14:26 Killed by ritch impaler at level 8 on the 4th Mirth 122nd year of Ascendancy at 15:05 Killed by giant venus flytrap at level 9 on the 3rd Summertide 122nd year of Ascendancy at 18:16 Killed by giant venus flytrap at level 9 on the 1st Flare 122nd year of Ascendancy at 01:09 Killed by giant venus flytrap at level 9 on the 1st Flare 122nd year of Ascendancy at 11:32 Killed by giant venus flytrap at level 9 on the 1st Flare 122nd year of Ascendancy at 12:04 Killed by Zubimira the black bear at level 9 on the 1st Flare 122nd year of Ascendancy at 17:13 Killed by dreaming dire wolf at level 11 on the 3rd Flare 122nd year of Ascendancy at 12:17 Killed by slumbering giant venus flytrap at level 11 on the 3rd Flare 122nd year of Ascendancy at 12:42 Killed by slumbering giant venus flytrap at level 11 on the 4th Flare 122nd year of Ascendancy at 06:36 Killed by slumbering honey tree at level 11 on the 4th Flare 122nd year of Ascendancy at 18:18 Killed by slumbering giant venus flytrap at level 12 on the 4th Flare 122nd year of Ascendancy at 23:27 Killed by slumbering giant venus flytrap at level 12 on the 5th Flare 122nd year of Ascendancy at 03:45 Killed by slumbering giant venus flytrap at level 12 on the 5th Flare 122nd year of Ascendancy at 04:41 Killed by giant venus flytrap at level 12 on the 9th Flare 122nd year of Ascendancy at 14:19 Killed by giant venus flytrap at level 13 on the 9th Flare 122nd year of Ascendancy at 20:41 Killed by Bill the Stone Troll at level 13 on the 10th Flare 122nd year of Ascendancy at 05:09 Killed by Bill the Stone Troll at level 13 on the 10th Flare 122nd year of Ascendancy at 05:27 Killed by ultimate gwelgoroth at level 14 on the 1st Dusk 122nd year of Ascendancy at 12:36 Killed by ultimate gwelgoroth at level 14 on the 1st Dusk 122nd year of Ascendancy at 12:56 Killed by greater gwelgoroth at level 14 on the 1st Dusk 122nd year of Ascendancy at 13:06 Killed by greater gwelgoroth at level 14 on the 1st Dusk 122nd year of Ascendancy at 13:29 Killed by Vorubrenor the large brown snake at level 14 on the 5th Dusk 122nd year of Ascendancy at 01:12 Killed by The Possessed at level 14 on the 6th Dusk 122nd year of Ascendancy at 14:55 Killed by rogue at level 15 on the 9th Dusk 122nd year of Ascendancy at 06:04 Killed by thief at level 15 on the 9th Dusk 122nd year of Ascendancy at 11:20 Killed by thief at level 15 on the 9th Dusk 122nd year of Ascendancy at 11:32 Killed by Yvyth the white wolf at level 16 on the 9th Dusk 122nd year of Ascendancy at 13:40 Killed by thief at level 16 on the 9th Dusk 122nd year of Ascendancy at 14:04 Killed by Bethitira the rattlesnake at level 16 on the 11st Dusk 122nd year of Ascendancy at 19:13 Killed by dream seed at level 18 on the 15th Dusk 122nd year of Ascendancy at 00:27 Killed by dream seed at level 18 on the 15th Dusk 122nd year of Ascendancy at 01:06 Killed by blade horror at level 18 on the 15th Dusk 122nd year of Ascendancy at 05:24 Killed by worm that walks at level 18 on the 15th Dusk 122nd year of Ascendancy at 06:35 Killed by worm that walks at level 18 on the 15th Dusk 122nd year of Ascendancy at 06:49 Killed by worm that walks at level 18 on the 15th Dusk 122nd year of Ascendancy at 07:53 Killed by worm that walks at level 18 on the 15th Dusk 122nd year of Ascendancy at 08:18 Killed by Weirdling Beast at level 18 on the 15th Dusk 122nd year of Ascendancy at 20:12 Killed by elven cultist at level 19 on the 25th Dusk 122nd year of Ascendancy at 07:48 Killed by elven cultist at level 19 on the 25th Dusk 122nd year of Ascendancy at 08:52 Killed by Islariamina the sand-drake at level 19 on the 30th Dusk 122nd year of Ascendancy at 21:23 Killed by Gloruna the barrow wight at level 20 on the 41st Dusk 122nd year of Ascendancy at 02:50 Killed by snow giant thunderer at level 20 on the 41st Dusk 122nd year of Ascendancy at 03:54 Killed by snow giant boulder thrower at level 20 on the 41st Dusk 122nd year of Ascendancy at 04:11 Killed by snow giant thunderer at level 20 on the 41st Dusk 122nd year of Ascendancy at 04:48 Killed by fire drake at level 21 on the 41st Dusk 122nd year of Ascendancy at 08:56 Killed by snow giant boulder thrower at level 21 on the 41st Dusk 122nd year of Ascendancy at 09:31 Killed by snow giant boulder thrower at level 21 on the 41st Dusk 122nd year of Ascendancy at 09:53 Killed by slimy ooze at level 21 on the 41st Dusk 122nd year of Ascendancy at 10:11 Killed by snow giant boulder thrower at level 21 on the 41st Dusk 122nd year of Ascendancy at 10:50 Killed by snow giant boulder thrower at level 21 on the 41st Dusk 122nd year of Ascendancy at 17:10 Killed by Yvedavena the snow giant boulder thrower at level 21 on the 41st Dusk 122nd year of Ascendancy at 18:33 Killed by cold drake hatchling at level 21 on the 41st Dusk 122nd year of Ascendancy at 21:32 Killed by gigantic gravity worm at level 21 on the 41st Dusk 122nd year of Ascendancy at 22:29 Killed by Burb the snow giant champion at level 21 on the 41st Dusk 122nd year of Ascendancy at 23:24 Killed by Burb the snow giant champion at level 21 on the 41st Dusk 122nd year of Ascendancy at 23:54 Killed by snow giant boulder thrower at level 22 on the 42nd Dusk 122nd year of Ascendancy at 19:56 Killed by Xomivena the snow giant chieftain at level 22 on the 42nd Dusk 122nd year of Ascendancy at 20:10 Killed by Varsha the Writhing at level 22 on the 42nd Dusk 122nd year of Ascendancy at 20:22 Killed by snow giant at level 23 on the 42nd Dusk 122nd year of Ascendancy at 22:29 Killed by luminous horror at level 23 on the 43rd Dusk 122nd year of Ascendancy at 00:41 Killed by Borfast the Broken at level 23 on the 52nd Dusk 122nd year of Ascendancy at 17:33 Killed by Borfast the Broken at level 23 on the 52nd Dusk 122nd year of Ascendancy at 18:04 Killed by Borfast the Broken at level 23 on the 52nd Dusk 122nd year of Ascendancy at 19:23 Killed by Glorelrathra the skeleton warrior at level 23 on the 52nd Dusk 122nd year of Ascendancy at 20:09 Killed by Adoyanor the forest wight at level 24 on the 53rd Dusk 122nd year of Ascendancy at 05:54 Killed by carrion worm mass at level 24 on the 53rd Dusk 122nd year of Ascendancy at 06:13 Killed by Filio Flightfond at level 24 on the 53rd Dusk 122nd year of Ascendancy at 09:45 Killed by Glerakira the giant red ant at level 24 on the 53rd Dusk 122nd year of Ascendancy at 19:28 Killed by fire wyrm at level 24 on the 53rd Dusk 122nd year of Ascendancy at 23:55 Killed by fire wyrm at level 24 on the 54th Dusk 122nd year of Ascendancy at 09:05 Killed by vampire lord at level 25 on the 54th Dusk 122nd year of Ascendancy at 23:52 Killed by skeleton mage at level 25 on the 55th Dusk 122nd year of Ascendancy at 00:31 Killed by Arinne the weaver young at level 25 on the 55th Dusk 122nd year of Ascendancy at 22:29 Killed by Glorerianne the skeleton archer's Fugue Clone at level 25 on the 56th Dusk 122nd year of Ascendancy at 05:51 Killed by vampire at level 26 on the 56th Dusk 122nd year of Ascendancy at 17:56 Killed by elder vampire at level 26 on the 57th Dusk 122nd year of Ascendancy at 10:51 Killed by The Master at level 26 on the 57th Dusk 122nd year of Ascendancy at 11:13 Killed by ghoul at level 26 on the 57th Dusk 122nd year of Ascendancy at 11:48 Killed by armoured skeleton warrior at level 26 on the 57th Dusk 122nd year of Ascendancy at 12:02 Killed by The Master at level 26 on the 57th Dusk 122nd year of Ascendancy at 12:39 Killed by ghoul at level 26 on the 57th Dusk 122nd year of Ascendancy at 13:05 Killed by The Master at level 26 on the 57th Dusk 122nd year of Ascendancy at 15:09 Killed by Big Slammer's Inner Demon at level 27 on the 57th Dusk 122nd year of Ascendancy at 19:57 Killed by skeleton warrior at level 27 on the 58th Dusk 122nd year of Ascendancy at 02:41 |
Primary Stats
Strength | 135 (base 60) |
Dexterity | 40 (base 32) |
Constitution | 43 (base 34) |
Magic | 15 (base 10) |
Willpower | 20 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | 769/769 |
Stamina | 134/186 |
Healing Factor | 1.4397742564935 |
Regeneration | 9.4810520562592 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 211 |
Accuracy | 61 |
Crit Chance | 24% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Lightning | +6% |
Light | +14% |
Nature | +8% |
Cold | +6% |
Physical | +8% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Physical | +25% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 52.723073231957 (96.438666929426%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 15 |
Mental Save | 22 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 32%( 70%) |
Physical | + 28%( 70%) |
Cold | + 21%( 70%) |
All | + 10%( 70%) |
Lightning | + 25%( 70%) |
Light | + 24%( 70%) |
Mind | + 13%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 60%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 75% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 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 399.62 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 327.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker Rage |
beneficial effect | The thrill of combat improves the target's maximum life by 8%, life regeneration by 3.34, and stamina regeneration by 0.67. Bloodbath |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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. | active |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by copperhead snake. Escort: injured seer (level 3 of Norgos Lair) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 126. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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! | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +3 Str / +2 Con 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. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 60.15 light damage. At talent level 3 you gain 11% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str Changes resistances: +9% acid / +6% light / +15% blight Changes damage: +6% light / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +9% lightning / +3% nature / +3% blight Cut immunity: +10% Confusion immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 15 Damage (Melee): 15 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 15 Damage (Ranged): 11 physical Changes stats: +5 Str / +1 Cun / +6 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 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! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +15% fire / +6% cold / +3% mind / +8% lightning Changes damage: +3% mind Disease immunity: +10% Psi when hit: +0.08 Maximum life: +60.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.5 - 74.4 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: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Massive two-handed swords. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +4% fire 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 | ![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +9 Fatigue: +22% Changes resistances: +3% darkness / +19% fire Changes resistances penetration: +15% lightning / +25% physical Changes damage: +6% lightning A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +10% light / +6% blight / +17% fire / +6% cold / +9% darkness Stealth bonus: +9 Physical save: +3 (+1 eff.) Spell save: +3 (+3 eff.) Mental save: +6 (+3 eff.) Pinning immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 155 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the warrior (absorb 513; dur 3; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 513 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +21% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.11 Cunning / Dirty fighting Stun/Freeze immunity: +21% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Cun / +5 Dex Changes resistances: +3% darkness Changes damage: +12% nature / +9% mind Critical mult.: +5.00% Mental crit. chance: +3% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +7 (+4 eff.) Physical save: +7 (+2 eff.) Spell save: +7 (+6 eff.) Mental save: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() elemental steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 16 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +7% lightning Changes damage: +9% lightning Sharp, short and deadly. |
![]() truestriking steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() Eye of Winter (8-9 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 19% Changes resistances: +6% temporal Changes resistances penetration: +25% acid / +10% temporal Changes damage: +15% acid Critical mult.: +20.00% Stealth bonus: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 physical Changes stats: +2 Str / +2 Con Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +9% cold Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Wil / +2 Cun / +3 Con Physical save: +6 (+2 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 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. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Defense: +5 (+3 eff.) Fatigue: +3% Changes stats: +1 Str / +4 Dex / +2 Mag Changes resistances penetration: +8% physical Physical save: +12 (+4 eff.) See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% 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. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% darkness / +1% physical Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 385.4 Physical damage. If the attack hits, the target is confused (37% 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. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% lightning / +7% temporal / +10% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() rejuvenating steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% cold Life regen: +2.40 Stamina each turn: +0.50 A suit of armour made of mail. |
![]() rejuvenating cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +2.00 Stamina each turn: +0.70 Maximum life: +23.00 A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +11% nature / +10% blight A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Fatigue: +22% A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes resistances: +16% cold / +3% light / +3% darkness A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% acid / +3% fire / +5% arcane / +3% all Changes damage: +3% darkness Spell save: +6 (+5 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +46.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Big Slammer the Yeek Berserker level 28
60th Dusk 122nd year of Ascendancy at 05:46 see stats
By Big Slammer the Yeek Berserker level 18
15th Dusk 122nd year of Ascendancy at 08:28 see stats
By Big Slammer the Yeek Berserker level 19
15th Dusk 122nd year of Ascendancy at 20:59 see stats
By Big Slammer the Yeek Berserker level 10
1st Flare 122nd year of Ascendancy at 20:21 see stats
By Big Slammer the Yeek Berserker level 20
31st Dusk 122nd year of Ascendancy at 03:43 see stats
By Big Slammer the Yeek Berserker level 28
73rd Dusk 122nd year of Ascendancy at 08:10 see stats
By Big Slammer the Yeek Berserker level 18
14th Dusk 122nd year of Ascendancy at 18:51 see stats
By Big Slammer the Yeek Berserker level 16
11st Dusk 122nd year of Ascendancy at 22:20 see stats
By Big Slammer the Yeek Berserker level 20
31st Dusk 122nd year of Ascendancy at 08:22 see stats
By Big Slammer the Yeek Berserker level 26
57th Dusk 122nd year of Ascendancy at 15:32 see stats
Log
Big Slammer no longer revels in blood quite so much.