Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Yeek |
Class | Berserker |
Level / Exp | 25 / 94% |
Size | small |
Lifes / Deaths | Killed by thought-forged bowman at level 11 on the 60th Dusk 122nd year of Ascendancy at 13:58 1 / 5Killed by Yerserker at level 19 on the 55th Haze 122nd year of Ascendancy at 03:38 Killed by Isladhetha the elven blood mage at level 25 on the 4th Regrowth 123rd year of Ascendancy at 14:03 Killed by Nerabeth the thief at level 25 on the 10th Regrowth 123rd year of Ascendancy at 23:29 Killed by bandit at level 25 on the 11st Regrowth 123rd year of Ascendancy at 08:19 |
Antimagic | Follower |
Primary Stats
Strength | 77 (base 55) |
Dexterity | 16 (base 11) |
Constitution | 46 (base 30) |
Magic | 15 (base 10) |
Willpower | 43 (base 28) |
Cunning | 24 (base 10) |
Resources
Life | 678/678 |
Equilibrium | 0 |
Stamina | 264/264 |
Vim | 196/196 |
Healing Factor | 1.4067804250993 |
Regeneration | 8.088987444321 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 9 |
See Invisible | 3 |
Offense: Mainhand
Damage | 152 |
Accuracy | 57 |
Crit Chance | 16% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Acid | +12% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +28% |
All | +9% |
Defense: Base
Armour (hardiness) | 42.723073231957 (96.438666929426%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 20 |
Physical Save | 40 |
Spell Save | 27 |
Mental Save | 39 |
Defense: Resistances
Acid | + 27%( 70%) |
Light | + 7%( 70%) |
Cold | + 14%( 70%) |
Lightning | + 10%( 70%) |
Mind | + 16%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Silence Resistance | 43% |
Instadeath Resistance | 100% |
Confusion Resistance | 78% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 31% 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: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
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 322 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Yerserker. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You must explore the ritch tunnels. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed naga tongue. 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 giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 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. | active |
Equipment
On feet | Faloharavon the pair of hardened leather boots (0 def, 3 armour) Faloharavon the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% Spell Crit +7% Physical Power +5 (+1 eff.) Ignore resists +19% physical Accuracy +15 (+4 eff.) defense ------ Armor +3 A pair of boots made of leather. |
Light source | piercing alchemist's lamp of health piercing alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: offense ------ Ignore resists +9% all Ignore Armor +6 defense ------ Life +43.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Nightmistress [power 194] (10/15 cooldown) Nightmistress [power 194] (10/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Dex +2 Cun +4 Con offense ------ When Hit 8 darkness defense ------ Spell save +3 (+2 eff.) other ------- See Invisibility +3 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | psionicist's gold ring of the mind (+12%) psionicist's gold ring of the mind (+12%)0.1 Encumbrance T3 ring jewelry [Ego] Psionic While equipped: Stats +5 Wil offense ------ Damage +12% mind defense ------ Resistance +12% mind Mind save +10 (+3 eff.) Rings make your fingers look great! |
On fingers | mule's gold ring of corrosion (+24%) mule's gold ring of corrosion (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% acid defense ------ Fatigue -5% Resistance +24% acid other ------- Encumbrance +25 Rings make your fingers look great! |
Around waist | Poremira Poremira1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Mag +4 Cun defense ------ Resistance +6% lightning Life Regen +1.50 Healmod +15% other ------- Light +3 A belt that goes around your waist. |
In main hand | Obliterator (48-72 power, 10 apr) Obliterator (48-72 power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 77 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
On hands | restful rough leather gloves of strength (+2) (0 def, 1 armour) restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +10.00 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 | Saleta the steel plate armour (0 def, 9 armour) Saleta the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Nature While equipped: Stats +2 Str +4 Con offense ------ Accuracy +30 (+8 eff.) Ignore Armor +3 When Hit 4 physical defense ------ Armor +9 Fatigue +22% Physical save +6 (+2 eff.) Life +26.00 A suit of armour made of metal plates. |
Cloak | Shinehunger the linen cloak (1 def, 6 armour) Shinehunger the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Mag defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% light +10% cold other ------- Max psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's copper amulet wanderer's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 198; cd 13) healing infusion of the warrior (heal 198; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 194; cd 13) healing infusion of the warrior (heal 194; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 472%; cd 14) movement infusion of the sneak (speed 472%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 538%; cd 9) movement infusion of the titan (speed 538%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 301; 13 cd) regeneration infusion of the psychic (heal 301; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 260; 12 cd) regeneration infusion of the titan (heal 260; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 27%; magical; dur 4; cd 12) wild infusion of the psychic (res 27%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the titan (absorb 189; dur 4; cd 17) shielding rune of the titan (absorb 189; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
psionicist's copper ring of power psionicist's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +6 (+1 eff.) Spellpower +6 (+5 eff.) Mindpower +5 (+2 eff.) defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
flaming steel battleaxe of massacre (27-40 power, 2 apr) flaming steel battleaxe of massacre (27-40 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 27.0 - 40.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +7 fire Massive two-handed battleaxes. |
chilling steel greatmaul of phasing (28-42 power, 12 apr) chilling steel greatmaul of phasing (28-42 power, 12 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 28.0 - 42.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +1.0% Attack Speed 100% Ignore Shields +16% On-hit +16 cold Massive two-handed mauls. |
iron greatsword (16-26 power, 1 apr) iron greatsword (16-26 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 16.0 - 25.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
coral trident of massacre (22-35 power, 6 apr) coral trident of massacre (22-35 power, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Ego] Master Weapon Damage 22.0 - 35.2 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Tempestransom the rough leather belt Tempestransom the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Str +1 Mag offense ------ Physical Power +3 (+0 eff.) defense ------ Resistance +6% lightning Crit Resistance 15.00% Spell save +7 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
Zubynn the Brighttitan Zubynn the Brighttitan1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% fire Ignore resists +10% light +10% acid defense ------ Resistance +3% acid +6% fire +6% cold other ------- Light +1 A belt that goes around your waist. |
blurring rough leather belt of unlife blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+9 eff.) Resistance +6% blight Stealth +7 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Abyssworth the linen cloak (1 def, 0 armour) Abyssworth the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Mind Crit +2% Critical power +10.00% Damage +3% fire defense ------ Defense +1 (+1 eff.) Resistance +6% fire other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voraleth the linen cloak (1 def, 0 armour) Voraleth the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Cun +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +3% blight +3% temporal +3% light +3% darkness Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islanne the Sleetschism (0 def, 1 armour) Islanne the Sleetschism (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% cold defense ------ Armor +1 Crit Resistance 15.00% Unlife -20.00 life Pinning Resist +20% other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
Salawen the Obsidianmoon (0 def, 3 armour) Salawen the Obsidianmoon (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Physical Power +15 (+3 eff.) Ignore Armor +1 When Hit 2 acid defense ------ Armor +3 Fatigue +2% Resistance +9% darkness Physical save +9 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves (0 def, 1 armour) corrosive rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 acid Damage +4% acid defense ------ Armor +1 Resistance +5% acid 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. |
steady iron gauntlets (0 def, 1 armour) steady iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% 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. |
Amyzilarig the hardened leather cap (6 def, 10 armour) Amyzilarig the hardened leather cap (6 def, 10 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +1 Cun +2 Wil offense ------ Accuracy +10 (+3 eff.) Ignore Armor +1 defense ------ Armor +10 Defense +6 (+6 eff.) Fatigue +3% Resistance +4% all Physical save +23 (+8 eff.) other ------- Light +2 A cap made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.96 to 119.88 lightning damage (79.92 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Erelothel (0 def, 11 armour) Erelothel (0 def, 11 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Damage +3% physical defense ------ Armor +11 Fatigue +1% other ------- Infravision +1 See Invisibility +6 A cap made of leather. |
Mardekalthogen the rough leather cap (0 def, 1 armour) =3 CON = Mardekalthogen the rough leather cap (0 def, 1 armour) =3 CON =2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Cun +3 Con offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +6% fire Physical save +12 (+4 eff.) other ------- See Invisibility +6 A cap made of leather. |
Radhohell the Glarebender (0 def, 3 armour) Radhohell the Glarebender (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +6% mind +3% light +6% nature Mind save +3 (+1 eff.) Life Regen +4.00 Disease Resist +10% Knockbk Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Koryrefang' (0 def, 3 armour) iron helm 'Koryrefang' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +1 Dex +4 Wil +3 Cun +4 Con offense ------ Mindpower +4 (+1 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Quenchdash' (0 def, 3 armour) iron helm 'Quenchdash' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +3% light +3% cold defense ------ Armor +3 Fatigue +5% Resistance +6% fire +15% cold Crit Resistance 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Velobeth' (0 def, 3 armour) iron helm 'Velobeth' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Ignore resists +20% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 defense ------ Armor +3 Fatigue +5% other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of time (+10%) (1 def, 0 armour) linen wizard hat of time (+10%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +10% temporal defense ------ Defense +1 (+1 eff.) Resistance +10% temporal A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
impenetrable steel mail armour of clarity (2 def, 11 armour) impenetrable steel mail armour of clarity (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% mind Mind save +16 (+5 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing rough leather armour of resilience (3 def, 2 armour) cleansing rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature/Disrupt While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% nature +10% blight Life +21.00 A suit of armour made of leather. |
enlightening dwarven-steel plate armour of implacability (0 def, 17 armour) enlightening dwarven-steel plate armour of implacability (0 def, 17 armour)17.0 Encumbrance T3 massive armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +17 Fatigue +16% Physical save +6 (+2 eff.) Mind save +11 (+4 eff.) A suit of armour made of metal plates. |
steel plate armour of command (7 def, 14 armour) steel plate armour of command (7 def, 14 armour)17.0 Encumbrance T2 massive armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +14 Defense +7 (+7 eff.) Fatigue +22% Mind save +11 (+4 eff.) A suit of armour made of metal plates. |
7 agate 7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
97 alchemist agate 97 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Sunzephyr (dig speed 29 turns) Sunzephyr (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str defense ------ Resistance +12% lightning +3% darkness other ------- Light +3 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Polinne the brass lantern Polinne the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Wil offense ------ Spell Crit +3% Critical power +5.00% When Hit 4 arcane defense ------ Life +42.00 other ------- Light +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. |
Satyrnigh Satyrnigh2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +3% nature +12% light Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Life +45.00 other ------- Light +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. |
Unriharadig the brass lantern Unriharadig the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Str +1 Con offense ------ Critical power +5.00% Accuracy +5 (+2 eff.) defense ------ Mind save +6 (+2 eff.) other ------- Stamina/turn +3.00 Light +3 See Stealth +6 See Invisibility +7 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all 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)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive iron torque of gale force [power 105] (10/15 cooldown) evasive iron torque of gale force [power 105] (10/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 116 physical damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of gale force [power 220] (10/19 cooldown) overpowered steel torque of gale force [power 220] (10/19 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 242 physical damage Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing elm wand of lightning storm [power 110] (10/15 cooldown) focusing elm wand of lightning storm [power 110] (10/15 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 110] (10/20 cooldown) focusing elm wand of shielding [power 110] (10/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Yerserker the Yeek Berserker level 18
48th Haze 122nd year of Ascendancy at 21:48 see stats
By Yerserker the Yeek Berserker level 10
40th Dusk 122nd year of Ascendancy at 06:48 see stats
By Yerserker the Yeek Berserker level 21
80th Haze 122nd year of Ascendancy at 20:19 see stats
By Yerserker the Yeek Berserker level 10
1st Summertide 122nd year of Ascendancy at 16:42 see stats
By Yerserker the Yeek Berserker level 20
63rd Haze 122nd year of Ascendancy at 08:12 see stats
By Yerserker the Yeek Berserker level 18
54th Haze 122nd year of Ascendancy at 21:21 see stats
By Yerserker the Yeek Berserker level 13
3rd Haze 122nd year of Ascendancy at 00:35 see stats
By Yerserker the Yeek Berserker level 13
1st Haze 122nd year of Ascendancy at 00:39 see stats
By Yerserker the Yeek Berserker level 21
1st Decay 122nd year of Ascendancy at 12:07 see stats