Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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:
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 31 / 16% |
Size | medium |
Lifes / Deaths | Killed by yeti cub at level 11 on the 20th Retaking 124th year of Ascendancy at 01:53 0 / 7Killed by Yeti Patriarch at level 11 on the 20th Retaking 124th year of Ascendancy at 02:23 Killed by Outpost Leader John at level 12 on the 25th Retaking 124th year of Ascendancy at 00:46 Killed by Bethylessra the giant alligator at level 25 on the 50th Retaking 124th year of Ascendancy at 02:29 Killed by Beleregalaith the giant ice ant at level 26 on the 26th Revenge 124th year of Ascendancy at 20:09 Killed by orc pyromancer at level 27 on the 28th Revenge 124th year of Ascendancy at 11:14 Killed by faerlhing at level 31 on the 13rd Pain 124th year of Ascendancy at 07:28 |
Primary Stats
Strength | 62 (base 37) |
Dexterity | 69 (base 46) |
Constitution | 36 (base 10) |
Magic | 9 (base 10) |
Willpower | 20 (base 10) |
Cunning | 52 (base 46) |
Resources
Life | -171/937 |
Stamina | 153/265 |
Steam | 100/100 |
Healing Factor | 1.3479202340232 |
Regeneration | 25.947464504946 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 34.182604915697 |
See Invisible | 34.182604915697 |
Offense: Barehand
Damage | 110 |
Accuracy | 54 |
Crit Chance | 28% |
APR | 7 |
Speed | 0.80 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Temporal | +17% |
Physical | +23% |
Arcane | +14% |
All | +5% |
Nature | +14% |
Offense: Damage Penetration
Temporal | +22% |
All | +7% |
Physical | +17% |
Fire | +12% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 38 (71.69962066283%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 19 |
Mental Save | 22 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Physical | + 18%( 70%) |
Darkness | + 9%( 70%) |
Light | + 6%( 70%) |
Temporal | + 3%( 70%) |
Lightning | + 18%( 70%) |
Mind | + 27%( 70%) |
Fire | + 8%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 46% |
Bleed Resistance | 10% |
Pinning Resistance | 50% |
Disarm Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 29% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 765% 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. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | pair of dwarven-steel boots 'Cyrotira' (5 def, 4 armour) pair of dwarven-steel boots 'Cyrotira' (5 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +7 Dex Changes resistances: +3% temporal / +6% light / +3% blight / +15% cold / +9% darkness Spell save: +9 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of dragonbone arrows 'Silama' (22/22, 181% power, 23 apr) quiver of dragonbone arrows 'Silama' (22/22, 181% power, 23 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 182% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +20.0% Capacity: 22 On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (radius 1) on hit: +20 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
On hands | drakeskin leather gloves 'Duskvagrant' (30 def, 3 armour) drakeskin leather gloves 'Duskvagrant' (30 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +30 (+7 eff.) Changes resistances: +9% lightning / +5% arcane / +12% mind Changes damage: +15% darkness Talent granted: +1 Sand Shredder Life regen: +2.00 Stamina each turn: +1.80 Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Wildwend (0 def, 5 armour) Wildwend (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +9 Str / +10 Dex / +5 Wil / +4 Con Changes resistances: +3% fire / +12% nature / +11% physical Changes resistances penetration: +5% nature / +5% fire Changes damage: +9% nature Physical save: +9 (+3 eff.) A hat made of leather. Very stylish. |
Tool | Lisira the voratun torque of gale force [power 440] (15 cooldown) Lisira the voratun torque of gale force [power 440] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Cun / +4 Wil Equilibrium when hit: +0.24 Psi when hit: +0.12 Mindpower: +30 (+10 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 541 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 94. Torques are made by powerful psionics to store psionic powers. |
On fingers | Yvyssra the Thunderpanic Yvyssra the ThunderpanicCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +16 Defense: +10 (+2 eff.) Changes stats: +6 Str / +5 Dex / +3 Con Changes resistances: +9% lightning / +4% physical Changes resistances penetration: +10% physical Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +3% blight Changes resistances penetration: +15% temporal Changes damage: +12% temporal / +5% all Disarm immunity: +25% Pinning immunity: +30% Stun/Freeze immunity: +26% Knockback immunity: +29% Life regen: +3.00 Maximum life: +25.00 Spellpower: +8 (+5 eff.) Mindpower: +7 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Kheleregodir KheleregodirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 2 mind Changes stats: +4 Con Changes resistances: +5% arcane / +15% mind Physical save: +17 (+6 eff.) Pinning immunity: +20% Life regen: +8.00 Maximum life: +61.00 Mindpower: +15 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Main armor | troll-hide reinforced leather armour of Toknor (12 def, 10 armour) troll-hide reinforced leather armour of Toknor (12 def, 10 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +12 (+3 eff.) Fatigue: +11% Critical mult.: +13.00% Life regen: +3.00 Maximum life: +42.00 Healing mod.: +15% A suit of armour made of leather. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire 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. |
Cloak | Xanybrewyn the cashmere cloak (27 def, 0 armour) Xanybrewyn the cashmere cloak (27 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +27 (+6 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% physical Changes damage: +9% arcane / +18% physical Physical save: +15 (+5 eff.) Maximum stamina: +20.00 Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | hardened leather belt 'Lisutira' hardened leather belt 'Lisutira'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+5 eff.) Defense: +15 (+4 eff.) Changes resistances: +5% arcane Critical mult.: +8.00% Cut immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +20% A belt that goes around your waist. |
Inventory
medical injector implant of the wizard (efficiency 97% / cooldown 63%) medical injector implant of the wizard (efficiency 97% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 97% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. Spellblaze Shard (120% power, 10 apr)Spellblaze Shard (120% power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. manaburning dwarven-steel greatmaul of persecution (150% power, 2 apr)manaburning dwarven-steel greatmaul of persecution (150% power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 21 arcane resource burn Damage against: +7% Unnatural When wielded/worn: Changes stats: +6 Wil Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Brodalin (109% power, 3 apr)Brodalin (109% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 cold When wielded/worn: Changes stats: +5 Str / +2 Con Changes resistances: +18% blight Infravision radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing deep-steel trident (136% power, 10 apr)arcing deep-steel trident (136% power, 10 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 137% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Yveda'hardened leather belt 'Yveda' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% acid / +2% physical / +12% light / +11% fire / +10% cold Changes damage: +12% acid Mental crit. chance: +2% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak of Eldoral (2 def, 0 armour)resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient silk robe of light (+33%) (0 def, 0 armour) ancient silk robe of light (+33%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +33% light / +13% all Changes resistances penetration: +13% temporal / +13% physical Changes damage: +20% temporal / +22% light / +13% physical Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dradubers the Balancepassion (3 def, 0 armour) Dradubers the Balancepassion (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 10 fire Changes resistances: +24% acid Changes resistances penetration: +15% fire / +25% darkness / +10% nature Changes damage: +16% acid A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Flamekiller' (2 def, 4 armour)cashmere wizard hat 'Flamekiller' (2 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +2 (+0 eff.) Changes stats: +5 Cun / +5 Con Changes resistances: +3% physical / +6% fire Physical save: +6 (+2 eff.) Mental save: +10 (+5 eff.) Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Woeraider the dwarven-steel mail armour (3 def, 8 armour)Woeraider the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +9 Dex Changes resistances: +7% mind / +5% arcane / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Mental save: +18 (+9 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of natural resilience (3 def, 8 armour)dwarven-steel mail armour of natural resilience (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +12% nature / +12% blight Reduced damage from: +7% Unnatural A suit of armour made of mail. |
rejuvenating cured leather armour of resilience (6 def, 4 armour) rejuvenating cured leather armour of resilience (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Life regen: +2.10 Stamina each turn: +0.50 Maximum life: +28.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Shiverpride the dwarven-steel shield (0 def, 6 armour, 134% power, 114 block)Shiverpride the dwarven-steel shield (0 def, 6 armour, 134% power, 114 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Block value: +114 When wielded/worn: Armour penetration: +2 Physical power: +10 (+3 eff.) Armour: +6 Fatigue: +8% Damage (Melee): 17 lightning Damage when hit (Melee): 11 lightning / 4 cold Changes stats: +3 Con Changes damage: +18% mind Talent granted: +1 Block Stamina each turn: +2.00 Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
57 alchemist agate 57 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. |
onyx 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. |
aquamarine 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. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
cleansing stralite torque of gale force [power 310] (15 cooldown) cleansing stralite torque of gale force [power 310] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 381 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Glaremire the yew wand of shielding [power 254] (20 cooldown) Glaremire the yew wand of shielding [power 254] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +5% cold Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Maximum life: +80.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By fist'of'radish the Orc Brawler level 6
14th Retaking 124th year of Ascendancy at 16:16 see stats
By fist'of'radish the Orc Brawler level 14
31st Retaking 124th year of Ascendancy at 23:35 see stats
By fist'of'radish the Orc Brawler level 30
32nd Revenge 124th year of Ascendancy at 17:17 see stats
By fist'of'radish the Orc Brawler level 30
51st Revenge 124th year of Ascendancy at 11:56 see stats
By fist'of'radish the Orc Brawler level 10
17th Retaking 124th year of Ascendancy at 21:38 see stats
By fist'of'radish the Orc Brawler level 20
44th Retaking 124th year of Ascendancy at 12:31 see stats
By fist'of'radish the Orc Brawler level 30
32nd Revenge 124th year of Ascendancy at 08:06 see stats
By fist'of'radish the Orc Brawler level 20
45th Retaking 124th year of Ascendancy at 02:20 see stats
By fist'of'radish the Orc Brawler level 27
27th Revenge 124th year of Ascendancy at 17:37 see stats
By fist'of'radish the Orc Brawler level 19
44th Retaking 124th year of Ascendancy at 01:12 see stats
By fist'of'radish the Orc Brawler level 26
50th Retaking 124th year of Ascendancy at 22:27 see stats
Log
fist'of'radish hits Faerlhing for 158 physical, (230 ignored), 0 physical, 147 physical, 84 physical, 136 physical, 83 physical, (130 ignored), 0 physical (608 total damage).
Phantasmal Shield hits fist'of'radish for (21 flat reduction), 159 light (159 total damage).
Phantasmal Shield hits Giant spider for 229 light damage.
Faerlhing uses Infusion: Healing.
Faerlhing receives 119 healing from Infusion: Healing.
Faerlhing casts Manathrust.
fist'of'radish reacts to damage from Faerlhing, mitigating the blow!.
Fist'of'radish is recovering from the damage!
Faerlhing hits fist'of'radish for (21 flat reduction), (51 reacted , -5 stam), 91 arcane (91 total damage).
Faerlhing's arcane area effect hits fist'of'radish for (21 flat reduction), 376 arcane (376 total damage).
Fist'of'radish uses Infusion: Wild.
Fist'of'radish is cured!
Fist'of'radish lessens the pain.
Fist'of'radish raises their leg and snaps it downward in a devastating axe kick.
Faerlhing's brain isn't quite working right!
fist'of'radish hits Faerlhing for 376 physical, 155 physical (530 total damage).
Faerlhing is no longer suffering from insomnia.
Faerlhing misses fist'of'radish.
Faerlhing's arcane area effect hits fist'of'radish for (21 flat reduction), 215 arcane (215 total damage).
Fist'of'radish throws a finishing uppercut.
fist'of'radish performs a melee critical strike against Faerlhing!
You collect a new ingredient: faerlhing fang (1).
Fist'of'radish roars triumphantly.
fist'of'radish hits Faerlhing for 516 physical damage.
fist'of'radish killed Faerlhing!
Faerlhing's arcane area effect hits fist'of'radish for (21 flat reduction), 192 arcane (192 total damage).
fist'of'radish the level 31 orc brawler was mana-torn to death by a faerlhing on level 1 of Ruined Dungeon.