









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. UI Pack: Plumpkins! 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 23 / 94% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 23 on the 19th Voratun 122nd year of Ascendancy at 11:12 5 / 1 |
Primary Stats
Strength | 48 (base 39) |
Dexterity | 11 (base 11) |
Constitution | 43 (base 40) |
Magic | 10 (base 10) |
Willpower | 20 (base 10) |
Cunning | 34 (base 28) |
Resources
Life | -19/780 |
Stamina | 181/201 |
Healing Factor | 1.2397742564935 |
Regeneration | 7.7625946111105 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 97 |
Accuracy | 34 |
Crit Chance | 27% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 39.08934837382 (81.151787968034%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 12 |
Physical Save | 25 |
Spell Save | 10 |
Mental Save | 25 |
Defense: Resistances
Cold | + 15%( 70%) |
Mind | + 15%( 70%) |
Fire | + 15%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | ![]() insulating pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +6%(-) fire / +6%(-) cold Stamina each turn: +0.40 (-) Maximum stamina: +10.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On fingers | ![]() solipsist's gold ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6(-) Cun / +5(-) Wil Mindpower: +7 (+4 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() warrior's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str / +0(-6) Cun / +0(-5) Wil Stun/Freeze immunity: +26% Life regen: +1.00 Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+15 eff.) (-) Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +25% (-) Slows Projectiles: +15% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() hateful stralite greatsword of erosion (48-76 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) Damage (Melee): +12(-) darkness / +10(-) nature Damage against: +10% (-)Living Massive two-handed swords. |
On hands | ![]() alchemist's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 3(-) acid / 4(-) fire / 4(-) cold / 4(-) lightning Changes stats: +2(-) Dex / +2(-) Mag / +2(-) Wil 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. |
Light source | ![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 | ![]() iron helm of strength (+3) (0 def, 3 armour) 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: +3(-) Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Main armor | ![]() impenetrable steel plate armour of clarity (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 (-) Fatigue: +22% (-) Changes resistances: +6%(-) mind Mental save: +12 (+7 eff.) (-) A suit of armour made of metal plates. |
Inventory
![]() stabilizing copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-15 eff.)) Fatigue: +0% (+20%) Changes stats: +3 Cun Changes resistances: +13% temporal Maximum encumbrance: +0 (-20) Pinning immunity: +21% Knockback immunity: +21% Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Amulets make your neck look great! |
![]() serendipitous steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+7 eff.) (-8 (-8 eff.)) Fatigue: +0% (+20%) Changes stats: +7 Lck Maximum encumbrance: +0 (-20) Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
![]() steel ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 15 light Damage (Ranged): 14 light Changes stats: +2 Mag / +0(-5) Wil / +0(-6) Cun Changes damage: +12% light Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() savior's gold ring of corrosion (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+3 eff.) Spell save: +8 (+8 eff.) Mental save: +6 (+3 eff.) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(-23.0 - -46.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (+2) Crit. chance: +4.5% (-) Attack speed: 100% (-) Damage (Melee): +0(-12) darkness / +0(-10) nature Damage against: +0% (-10% )Living When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 (+11 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() arcing steel longsword of daylight (18-25 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2(-30.0 - -51.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-10) nature / +5 light / +0(-12) darkness Damage against: +8% Undead / +0% (-10% )Living Sharp, long, and deadly. |
![]() truestriking dwarven-steel longsword (25-35 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0(-23.0 - -41.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (+1) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-12) darkness / +0(-10) nature Damage against: +0% (-10% )Living When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, long, and deadly. |
![]() steel waraxe of phasing (14-19 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6(-34.0 - -57.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+7) Crit. chance: +4.0% (-0.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +10% Damage (Melee): +0(-12) darkness / +0(-10) nature Damage against: +0% (-10% )Living One-handed war axes. |
![]() hateful steel dagger of persecution (12-15 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-36.0 - -61.2) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) Damage (Melee): +7(-5) darkness / +0(-10) nature Damage against: +9% (-1% )Living / +6% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
![]() steel dagger (12-15 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-36.0 - -61.2) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) Damage (Melee): +0(-12) darkness / +0(-10) nature Damage against: +0% (-10% )Living Sharp, short and deadly. |
![]() resonating mossy mindstar (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-45.5 - -74.1) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +0(-12) darkness / +0(-10) nature Damage against: +0% (-10% )Living When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +2% mind Changes damage: +3% mind Talent granted: +1 Attune Mindstar Psi when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Damage Resonance (when hit): +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating vined mindstar (5-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-42.5 - -70.8) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-12) darkness / +0(-10) nature Damage against: +0% (-10% )Living When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +3% mind Changes damage: +2% mind Talent granted: +1 Attune Mindstar Psi when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar of life (4-4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0(-43.5 - -71.9) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+15) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-12) darkness / +0(-10) nature Damage against: +0% (-10% )Living When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +13.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mighty ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +7 Damage (Melee): +0(-12) darkness / +0(-10) nature Damage (Ranged): +12 acid Damage against: +0% (-10% )Living When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +3 Str Changes damage: +15% acid Longbows are used to shoot arrows at your foes. |
![]() arcing pouch of steel shots (18/18, 19-22 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 3 fire Talent granted: +1 Block Handheld deflection devices. |
![]() focusing linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-16) Fatigue: +0% (-22%) Changes stats: +4 Mag / +4 Wil Changes resistances: +0%(-6%) mind / +7% all Mental save: +0 (+0 eff.) (-12 (-7 eff.)) Mana each turn: +0.10 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() iron plate armour of the deep (0 def, 9 armour) Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 (-7) Fatigue: +22% (-) Changes resistances: +6% acid / +5% cold / +0%(-6%) mind Allows you to breathe in: water Mental save: +0 (+0 eff.) (-12 (-7 eff.)) A suit of armour made of metal plates. |
![]() steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-7) Fatigue: +22% (-) Changes resistances: +0%(-6%) mind Mental save: +0 (+0 eff.) (-12 (-7 eff.)) A suit of armour made of metal plates. |
![]() steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-7) Fatigue: +22% (-) Changes resistances: +0%(-6%) mind Mental save: +0 (+0 eff.) (-12 (-7 eff.)) A suit of armour made of metal plates. |
![]() hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
![]() steady iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-5 (-3 eff.)) Armour: +1 (-1) Fatigue: +1% (-2%) Damage (Melee): 0(-3) acid / 0(-4) fire / 0(-4) lightning / 0(-4) cold Changes stats: +0(-2) Dex / +0(-2) Mag / +0(-2) Wil Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% 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. |
![]() dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 0(-3) acid / 0(-4) fire / 0(-4) lightning / 0(-4) cold Changes stats: +0(-2) Dex / +0(-2) Mag / +0(-2) Wil 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. |
![]() bladed rough leather cap of trickery (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +4(+1) Str / +3 Dex / +3 Cun 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 78.6 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +0(-3) Str A cap made of leather. |
![]() 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: 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() focusing yew wand of shielding [power 290] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Ladar the Dwarf Berserker level 18
18th Voratun 122nd year of Ascendancy at 05:28 see stats
By Ladar the Dwarf Berserker level 10
17th Voratun 122nd year of Ascendancy at 04:20 see stats
By Ladar the Dwarf Berserker level 20
18th Voratun 122nd year of Ascendancy at 20:08 see stats
Log
Ladar hits Brown bear for 115 physical damage.
Ladar killed Brown bear!
Something hits Ladar for 117 arcane damage.
Skeleton magus casts Flame.
Skeleton magus's spell attains critical power!
Ladar is on fire!
Skeleton magus's Flame hits Ladar for 155 fire damage.
Ladar is recovering from the damage!
Burning from Skeleton magus hits Ladar for 51 fire damage.
Skeleton warrior hits Ladar for 63 physical damage.
Ladar's skin returns to normal.
Burning from Skeleton magus hits Ladar for 51 fire damage.
Skeleton magus casts Manathrust.
Skeleton warrior hits Ladar for 60 physical damage.
Skeleton magus hits Ladar for 117 arcane damage.
Ladar uses Infusion: Regeneration.
Ladar starts regenerating health quickly.
Burning from Skeleton magus hits Ladar for 51 fire damage.
Skeleton warrior uses Stunning Blow.
Ladar resists the stunning blow!
Skeleton magus casts Flame.
Skeleton warrior hits Ladar for 101 physical damage.
Skeleton magus's Flame hits Ladar for 92 fire damage.
Ladar the level 23 dwarf berserker was slowly cooked to death by a skeleton magus on level 30 of The Arena.
Ladar's rage subsides!