Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Possessor Bonus Class 1.7.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 31 / 59% |
Size | big |
Lifes / Deaths | Killed by Vorawyn the broken golem at level 29 on the 73rd Regrowth 123rd year of Ascendancy at 22:59 / 2Killed by Xanaba the luminous horror at level 31 on the 5th Pyre 123rd year of Ascendancy at 21:21 |
Primary Stats
Strength | 128 (base 60) |
Dexterity | 20 (base 11) |
Constitution | 83 (base 57) |
Magic | 10 (base 10) |
Willpower | 24 (base 11) |
Cunning | 25 (base 16) |
Resources
Life | -312/1183 |
Stamina | 266/343 |
Healing Factor | 1.6535640288596 |
Regeneration | 15.489838718969 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +19% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 187 |
Accuracy | 64 |
Crit Chance | 31% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
All | 0% |
Physical | +24% |
Mind | +15% |
Nature | +15% |
Offense: Damage Penetration
Cold | +5% |
Physical | +26% |
Mind | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 30 (60%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 31 |
Mental Save | 43 |
Defense: Resistances
Acid | + 38%( 70%) |
All | + 29%( 70%) |
Physical | + 39%( 70%) |
Darkness | + 31%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 33% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 17% |
Inscriptions (4/4)
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 667 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 300 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% 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 Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Voryvea the bee swarm. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Polotta the white wolf. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of the savior without your aid. 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 xorn fragment. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * '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.' * You've found the needed ice wyrm tooth. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of iron boots 'Hetteromirion' (0 def, 7 armour) pair of iron boots 'Hetteromirion' (0 def, 7 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +7 Fatigue: +2% Damage when hit (Melee): 6 physical Changes stats: +3 Con / +3 Wil Changes resistances penetration: +5% mind / +6% physical Mental save: +6 (+2 eff.) Stamina each turn: +3.00 Equilibrium when hit: +0.12 Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 'Zubythra' brass lantern 'Zubythra'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Changes resistances: +3% all Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Only die when reaching: -20.00 life Maximum stamina: +30.00 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. |
On head | Emytira (0 def, 3 armour) Emytira (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +3 Dex Changes resistances penetration: +10% physical Critical mult.: +20.00% Stamina when hit: +1.00 Equilibrium when hit: +1.10 Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Velenn the Floetrail (dig speed 19 turns) Velenn the Floetrail (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +6 Wil Changes resistances penetration: +5% cold Mental save: +3 (+1 eff.) Maximum life: +20.00 Maximum stamina: +17.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Arthorak the Pitchsmasher Arthorak the PitchsmasherCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% * 20 arcane resource burn Changes resistances: +12% acid / +3% darkness Physical save: +9 (+3 eff.) Spell save: +9 (+5 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +33% Life regen: +4.00 Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
On fingers | savior's steel ring of the mountain (+12%) savior's steel ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Physical save: +8 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
Around waist | Belefang BelefangInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +1 Cun / +2 Dex Critical mult.: +20.00% Life regen: +1.70 Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum stamina: +20.00 Healing mod.: +22% A belt that goes around your waist. |
In main hand | warbringer's dwarven-steel greatsword of rage (35-56 power, 2 apr) warbringer's dwarven-steel greatsword of rage (35-56 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. Base power: 35.0 - 56.0 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% When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +10 (+2 eff.) Changes stats: +9 Str / +3 Con Changes resistances penetration: +10% physical Changes damage: +12% physical Disarm immunity: +17% Massive two-handed swords. |
On hands | brawler's voratun gauntlets of war-making (0 def, 3 armour) brawler's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +6 (+2 eff.) Spell crit. chance: +13% Mental crit. chance: +11% 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 | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | cashmere cloak 'Oaksage' (2 def, 0 armour) cashmere cloak 'Oaksage' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +2% physical Changes resistances penetration: +5% nature Mental save: +6 (+2 eff.) Cut immunity: +20% Maximum life: +161.00 Maximum stamina: +21.00 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. |
Around neck | The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (105). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
movement infusion of the warrior (speed 1099%; cd 13) movement infusion of the warrior (speed 1099%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1099% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. blink rune (range 5; phase 18; cd 14)blink rune (range 5; phase 18; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 208 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper amulet 'Bregidir' copper amulet 'Bregidir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +3 Wil Critical mult.: +15.00% Physical save: +3 (+1 eff.) Stamina each turn: +2.00 Only die when reaching: -60.00 life Amulets make your neck look great! |
Glowrigor GlowrigorPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +5% light / +15% temporal Mental save: +6 (+2 eff.) Disarm immunity: +20% Confusion immunity: +23% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +21.00 Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Kilnwrest' (19-28 power, 2 apr)steel battleaxe 'Kilnwrest' (19-28 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 50% Damage (Melee): +16 fire / +16 nature When wielded/worn: Changes resistances: +5% arcane / +6% cold Changes damage: +9% fire Mental save: +12 (+4 eff.) Teleport immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Cystcrack the dwarven-steel dagger (28-37 power, 7 apr)Cystcrack the dwarven-steel dagger (28-37 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 28.5 - 37.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +12 nature When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +3 Wil / +2 Con Changes resistances: +12% temporal Changes damage: +12% nature Sharp, short and deadly. |
Rhegar the steel greatsword (34-55 power, 2 apr) Rhegar the steel greatsword (34-55 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Physical crit. chance: +7.0% Changes resistances penetration: +10% physical Poison immunity: +10% Confusion immunity: +20% Healing mod.: +5% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Sleetglamour (12-17 power, 3 apr)Sleetglamour (12-17 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +18% arcane / +21% cold Vim when firing critical spell: +2.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +2% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. ArcruneArcrune Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 1) on hit: +12 lightning / +12 cold Damage (radius 2) on crit: +16 cold When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +4 Cun Changes resistances penetration: +25% lightning / +7% physical / +15% acid Changes damage: +18% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Adumina the Smearknave (15-18 power, 3 apr, light element)Adumina the Smearknave (15-18 power, 3 apr, light element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% * 20% chance to reduce armor by 10% Changes resistances penetration: +10% acid / +15% cold Changes damage: +15% light / +21% acid Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's yew starstaff of might (20-24 power, 4 apr, light element)magelord's yew starstaff of might (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 30 arcane Changes damage: +20% light Talent granted: +1 Command Staff Maximum mana: +37.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Goreraze (41-57 power, 18 apr) Goreraze (41-57 power, 18 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage Shield penetration (this weapon only): +20% Damage (radius 1) on hit: +19 fire When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 50% Damage when hit (Melee): 4 nature Changes resistances: +3% nature Changes damage: +15% nature Light radius: +1 One-handed war axes. |
noble's rough leather belt of unlife =BREATH= noble's rough leather belt of unlife =BREATH=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +5% blight Damage against: +19% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Nimarab' rough leather belt 'Nimarab'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Changes resistances: +6% lightning Spell save: +12 (+6 eff.) Only die when reaching: -20.00 life Maximum life: +32.00 A belt that goes around your waist. |
Gomira the Toxinwend (0 def, 2 armour) Gomira the Toxinwend (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 10% * 10% chance to slow global speed by 50% Damage (Melee): 7 nature / 7 fire Changes resistances: +11% nature / +6% fire Changes resistances penetration: +5% nature Changes damage: +5% nature / +6% fire Critical mult.: +8.00% Spell crit. chance: +9% Mental crit. chance: +7% 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. |
This item will automatically be transmogrified when you leave the level. Cyreldavena the cashmere wizard hat (2 def, 0 armour)Cyreldavena the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Defense: +2 (+1 eff.) Changes stats: +6 Str Changes resistances: +12% mind / +21% fire Changes damage: +14% fire Critical mult.: +5.00% Physical save: +6 (+2 eff.) Disease immunity: +20% Disarm immunity: +20% Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
4 agate 4 agate0.00 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. |
733 alchemist agate 733 alchemist agate0.00 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. |
2 onyx 2 onyx0.00 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. |
3 aquamarine 3 aquamarine0.00 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dream-smith's dwarven-steel pickaxe (dig speed 16 turns)dream-smith's dwarven-steel pickaxe (dig speed 16 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +8% mind / +10% fire Mental save: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 amethyst0.00 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. |
2 quartz 2 quartz0.00 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. |
8 ametrine 8 ametrine0.00 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. |
5 citrine 5 citrine0.00 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. |
4 zircon 4 zircon0.00 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 MrTitsface the Cornac Berserker level 15
19th Dusk 122nd year of Ascendancy at 09:16 see stats
By MrTitsface the Cornac Berserker level 31
5th Pyre 123rd year of Ascendancy at 13:10 see stats
By MrTitsface the Cornac Berserker level 22
57th Haze 122nd year of Ascendancy at 22:26 see stats
By MrTitsface the Cornac Berserker level 10
2nd Mirth 122nd year of Ascendancy at 20:23 see stats
By MrTitsface the Cornac Berserker level 20
6th Haze 122nd year of Ascendancy at 03:23 see stats
By MrTitsface the Cornac Berserker level 30
73rd Regrowth 123rd year of Ascendancy at 23:38 see stats
By MrTitsface the Cornac Berserker level 22
32nd Haze 122nd year of Ascendancy at 13:55 see stats
By MrTitsface the Cornac Berserker level 31
5th Pyre 123rd year of Ascendancy at 06:22 see stats
By MrTitsface the Cornac Berserker level 16
27th Dusk 122nd year of Ascendancy at 05:42 see stats
By MrTitsface the Cornac Berserker level 22
32nd Haze 122nd year of Ascendancy at 12:30 see stats
By MrTitsface the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 12:48 see stats
By MrTitsface the Cornac Berserker level 30
74th Regrowth 123rd year of Ascendancy at 05:47 see stats
By MrTitsface the Cornac Berserker level 28
38th Regrowth 123rd year of Ascendancy at 16:00 see stats
By MrTitsface the Cornac Berserker level 10
5th Mirth 122nd year of Ascendancy at 16:06 see stats
By MrTitsface the Cornac Berserker level 22
28th Haze 122nd year of Ascendancy at 04:13 see stats
By MrTitsface the Cornac Berserker level 16
26th Dusk 122nd year of Ascendancy at 23:10 see stats
By MrTitsface the Cornac Berserker level 29
73rd Regrowth 123rd year of Ascendancy at 22:59 see stats
Log
Xanaba the luminous horror casts Chain Lightning.
Xanaba the luminous horror hits MrTitsface for 125 lightning damage.
MrTitsface aims less carefully.
Burning from Xanaba the luminous horror hits MrTitsface for 47 fire damage.
Xanaba the luminous horror speeds up.
Xanaba the luminous horror casts Lightning.
Xanaba the luminous horror casts Curse of Impotence.
MrTitsface shrugs off the effect 'Curse of Impotence'!
Xanaba the luminous horror slows down.
Xanaba the luminous horror's Beyond the Flesh hits MrTitsface for 131 physical, 103 lightning, 27 physical, 21 lightning (282 total damage).
Melee retaliation hits Xanaba the luminous horror for (2 to psi shield), (2 absorbed), 0 physical, (1 to psi shield), (1 absorbed), 0 nature, (4 to psi shield), (7 absorbed), 0 nature (0 total damage).
Poison from MrTitsface hits Xanaba the luminous horror for (2 to psi shield), (3 absorbed), 0 nature (0 total damage).
Luminous horror casts Healing Light.
Luminous horror receives 317 healing.
MrTitsface speeds up.
MrTitsface hits Xanaba the luminous horror for (61 to psi shield), (91 absorbed), 0 physical, (9 absorbed), 0 arcane (0 total damage).
MrTitsface has finished recovering.
Burning from Xanaba the luminous horror hits MrTitsface for 47 fire damage.
Xanaba the luminous horror uses Telekinetic Smash.
Xanaba the luminous horror performs a melee critical strike against MrTitsface!
Xanaba the luminous horror casts Lightning.
Xanaba the luminous horror performs a melee critical strike against MrTitsface!
Xanaba the luminous horror casts Lightning.
MrTitsface shrugs off the effect 'Stunned'!
Xanaba the luminous horror hits MrTitsface for 278 physical, 118 lightning, 27 physical, 21 lightning, 290 physical, 137 lightning (870 total damage).
Melee retaliation hits Xanaba the luminous horror for (2 to psi shield), (2 absorbed), 0 physical, (1 to psi shield), (1 absorbed), 0 nature, (4 to psi shield), (7 absorbed), 0 nature, (2 to psi shield), (2 absorbed), 0 physical, (1 to psi shield), (1 absorbed), 0 nature, (4 to psi shield), (7 absorbed), 0 nature (0 total damage).
MrTitsface the level 31 cornac berserker was electrocuted to death by Xanaba the luminous horror on level 3 of Lake of Nur.
MrTitsface's rage subsides!
MrTitsface no longer revels in blood quite so much.