Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Ghoul |
Class | Berserker |
Level / Exp | 22 / 88% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 64 (base 50) |
Dexterity | 14 (base 11) |
Constitution | 69 (base 44) |
Magic | 10 (base 10) |
Willpower | 17 (base 10) |
Cunning | 8 (base 10) |
Resources
Life | 897/897 |
Stamina | 200/200 |
Healing Factor | 1.3702928870293 |
Regeneration | 6.1218478443472 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
Offense: Mainhand
Damage | 88 |
Accuracy | 34 |
Crit Chance | 18% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 0% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 29.08934837382 (81.030927835052%) |
Defense | 8 |
Ranged Defense | 11 |
Fatigue | 25 |
Physical Save | 36 |
Spell Save | 27 |
Mental Save | 14 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 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 | [vs. miner's pair of iron boots of uncanny dodging (3 def, 8 armour) (On feet)] miner's pair of iron boots of uncanny dodging (3 def, 8 armour)miner's pair of iron boots of uncanny dodging (3 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 (-) Defense: +3 (+3 eff.) (-) Ranged Defense: +3 (+3 eff.) (-) Fatigue: +2% (-) Infravision radius: +2 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) 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 | [vs. rough leather cap of dexterity (+2) (0 def, 1 armour) (On head)] rough leather cap of dexterity (+2) (0 def, 1 armour)rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Dex A cap made of leather. |
Tool | [vs. natural ash totem of healing [power 112] (20 cooldown) (Tool)] natural ash totem of healing [power 112] (20 cooldown)natural ash totem of healing [power 112] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal a target within range 6 (based on Willpower) for 112, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. titan's copper ring of perseverance (On fingers, 1 of 2)] titan's copper ring of perseverancetitan's copper ring of perseverance Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Con Physical save: +6 (+3 eff.) (-) Stun/Freeze immunity: +22% (-) Life regen: +0.80 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. titan's copper ring of perseverance (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6(+3) Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stun/Freeze immunity: +0% (-22%) Life regen: +0.00 (-0.80) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 10.64 cold and 9.26 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
Around neck | [vs. clarifying gold amulet of willpower (+3) (Around neck)] clarifying gold amulet of willpower (+3)clarifying gold amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +16%(-) mind Confusion immunity: +20% (-) Amulets can have magical properties. |
In main hand | [vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] arcing steel greatmaul (31-46.5 power, 2 apr)arcing steel greatmaul (31-46.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7(-) lightning Massive two-handed mauls. |
Main armor | [vs. spiked steel plate armour of spell shielding (4 def, 9 armour) (Main armor)] spiked steel plate armour of spell shielding (4 def, 9 armour)spiked steel plate armour of spell shielding (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +4 (+4 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 10(-) physical Changes resistances: +6%(-) arcane Spell save: +13 (+7 eff.) (-) A suit of armour made of metal plates. |
Around waist | [vs. rough leather belt of valiance (Around waist)] rough leather belt of valiancerough leather belt of valiance Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Mental save: +6 (+6 eff.) (-) Maximum life: +41.00 (-) A belt that goes around your waist. |
Inventory
Newly picked up healing infusion of the psychic (heal 82)healing infusion of the psychic (heal 82) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 185 over 5 turns) regeneration infusion (heal 185 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. clarifying gold amulet of willpower (+3) (Around neck)] insulating copper amuletinsulating copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +10% fire / +0%(-16%) mind / +10% cold Confusion immunity: +0% (-20%) Amulets can have magical properties. |
[vs. clarifying gold amulet of willpower (+3) (Around neck)] gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-16%) mind Confusion immunity: +0% (-20%) Amulets can have magical properties. |
[vs. titan's copper ring of perseverance (On fingers, 1 of 2)] mule's steel ring of darkness (+22%)mule's steel ring of darkness (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +0(-3) Con Changes resistances: +22% darkness Changes damage: +11% darkness Maximum encumbrance: +24 Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stun/Freeze immunity: +0% (-22%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's copper ring of perseverance (On fingers, 1 of 2)] steel ring of lightning (+22%)steel ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stun/Freeze immunity: +0% (-22%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's copper ring of perseverance (On fingers, 1 of 2)] gold ring of claritygold ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +0(-3) Con Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +7 (+6 eff.) Confusion immunity: +27% Stun/Freeze immunity: +0% (-22%) Life regen: +0.00 (-0.80) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. titan's copper ring of perseverance (On fingers, 1 of 2)] wizard's voratun ring of powerwizard's voratun ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +0(-3) Con / +3 Mag Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +6 (+3 eff.) Stun/Freeze immunity: +0% (-22%) Life regen: +0.00 (-0.80) Spellpower: +7 (+7 eff.) Mindpower: +5 (+5 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] elm starstaff (10-12 power, 2 apr, physical element)Newly picked up elm starstaff (10-12 power, 2 apr, physical element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-21.0 - -34.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] ash magestaff (15-18 power, 3 apr, fire element)Newly picked up ash magestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-16.0 - -28.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] hateful steel greatmaul of the mystic (25-37.5 power, 2 apr)hateful steel greatmaul of the mystic (25-37.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5(-6.0 - -9.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +10 darkness / +0(-7) lightning Damage against: +10% Living When wielded/worn: Changes stats: +3 Mag / +5 Wil Spellpower: +9 (+9 eff.) Massive two-handed mauls. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] iron greatsword of massacre (23.5-37.6 power, 1 apr)iron greatsword of massacre (23.5-37.6 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6(-7.5 - -8.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning Massive two-handed swords. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] acidic deep-steel trident of paradox (28-44.8 power, 10 apr)Newly picked up acidic deep-steel trident of paradox (28-44.8 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. Base power: 28.0 - 44.8(-3.0 - -1.7) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (+8) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target On weapon crit: + splashes the target with acid Damage (Melee): +7 acid / +19 temporal / +0(-7) lightning When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +7% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] warbringer's steel longsword of purging (14-19.6 power, 3 apr)Newly picked up warbringer's steel longsword of purging (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6(-17.0 - -26.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target + 25% chance to remove a magical effect Damage (Melee): +6 nature / +0(-7) lightning When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +5% physical Disarm immunity: +12% Sharp, long, and deadly. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] chilling dwarven-steel waraxe of massacre (28.5-39.9 power, 4 apr)chilling dwarven-steel waraxe of massacre (28.5-39.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.5 - 39.9(-2.5 - -6.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (+2) Crit. chance: +4.5% (+3.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning / +8 cold One-handed war axes. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] voratun waraxe of erosion (39.5-55.3 power, 6 apr)voratun waraxe of erosion (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3(+8.5 - +8.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (+4) Crit. chance: +7.0% (+6.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning / +10 temporal / +10 nature One-handed war axes. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] dreamer's thorny mindstar of frost (9.5-10.45 power, 24 apr, mind damage)Newly picked up dreamer's thorny mindstar of frost (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural frost should be returned to the wyrm. Base power: 9.5 - 10.5(-21.5 - -36.0) Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+22) Crit. chance: +3.5% (+2.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning When wielded/worn: Armour: +6 Damage when hit (Melee): 6 ice Changes resistances: +11% mind / +7% cold Changes resistances penetration: +7% cold Changes damage: +8% cold Mental save: +4 (+4 eff.) Maximum psi: +10.00 Mindpower: +6 (+5 eff.) Mental crit. chance: +3% 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. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-2) Crit. chance: +0.0% (-1.0%) Attack speed: 125% (+25%) Firing range: +7 On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning Slings are used to hurl stones or metal shots at your foes. |
[vs. arcing steel greatmaul (31-46.5 power, 2 apr) (In main hand)] hardened leather sling of coldNewly picked up hardened leather sling of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-2) Crit. chance: +0.0% (-1.0%) Attack speed: 125% (+25%) Firing range: +8 On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-7) lightning Damage (Ranged): +8 cold When wielded/worn: Changes damage: +10% cold Slings are used to hurl stones or metal shots at your foes. |
[vs. spiked steel plate armour of spell shielding (4 def, 9 armour) (Main armor)] prismatic steel plate armour (4 def, 9 armour)prismatic steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +4 (+4 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 0(-10) physical Changes resistances: +0%(-6%) arcane / +11% light / +11% darkness Spell save: +0 (+0 eff.) (-13 (-7 eff.)) A suit of armour made of metal plates. |
Newly picked up cashmere cloak of Eldoral (2 def, 0 armour)cashmere cloak of Eldoral (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. miner's pair of iron boots of uncanny dodging (3 def, 8 armour) (On feet)] pair of iron boots of uncanny dodging (3 def, 3 armour)pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-5) Defense: +3 (+3 eff.) (-) Ranged Defense: +3 (+3 eff.) (-) Fatigue: +2% (-) Infravision radius: +0 (-2) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Newly picked up steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Physical power: +10 (+4 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +7 (+6 eff.) Disarm immunity: +32% Metal gloves protecting the hands up to the middle of the lower arm. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
183 alchemist agate 183 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. |
[vs. natural ash totem of healing [power 112] (20 cooldown) (Tool)] elm totem of thorny skin [power 16] (20 cooldown)elm totem of thorny skin [power 16] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. natural ash totem of healing [power 112] (20 cooldown) (Tool)] shadowy ash wand of trap destruction [power 40] (15 cooldown)shadowy ash wand of trap destruction [power 40] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (40 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. natural ash totem of healing [power 112] (20 cooldown) (Tool)] bright yew wand of clairvoyance [power 11] (6 cooldown)Newly picked up bright yew wand of clairvoyance [power 11] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 36 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Eddarena the Ghoul Berserker level 19
76th Pyre 122nd year of Ascendancy at 12:13 see stats
By Eddarena the Ghoul Berserker level 10
75th Pyre 122nd year of Ascendancy at 14:05 see stats
By Eddarena the Ghoul Berserker level 20
76th Pyre 122nd year of Ascendancy at 17:44 see stats
Log
Ghoul Rot from Eddarena hits Master slinger for 22 blight damage.
Eddarena's purging blight area effect hits Master slinger for 27 blight damage.
Eddarena receives 56 healing from Eddarena's purging blight area effect.
Ghoul Rot from Eddarena hits Master slinger for 19 blight damage.
Eddarena performs a melee critical strike against Master slinger!
Eddarena's blood frenzy intensifies!
Master slinger is dazed!
Eddarena hits Master slinger for 185 physical, 7 lightning (192 total damage).
Master slinger uses Infusion: Regeneration.
Master slinger starts regenerating health quickly.
Master slinger is not dazed anymore.
Eddarena's purging blight area effect hits Master slinger for 27 blight damage.
Eddarena receives 56 healing from Eddarena's purging blight area effect.
Eddarena's purging blight area effect killed Master slinger!
You pickup 0.45 gold pieces.
Eddarena receives 56 healing from Eddarena's purging blight area effect.
Eddarena receives 56 healing from Eddarena's purging blight area effect.
Eddarena receives 56 healing from Eddarena's purging blight area effect.
You pickup 0.70 gold pieces.
Eddarena receives 56 healing from Eddarena's purging blight area effect.
Talent Ghoulish Leap is ready to use.
You pickup 0.55 gold pieces.
Eddarena no longer revels in blood quite so much.
Talent Gnaw is ready to use.