








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Berserker |
Level / Exp | 24 / 26% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 24 on the 29th Haze 122nd year of Ascendancy at 11:01 / 1 |
Primary Stats
Strength | 78 (base 53) |
Dexterity | 85 (base 40) |
Constitution | 25 (base 21) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -160/764 |
Stamina | 30/229 |
Healing Factor | 1.3745178243369 |
Regeneration | 8.7281881845392 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 21.970039208598 |
See Invisible | 21.970039208598 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 153 |
Accuracy | 82 |
Crit Chance | 22% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Physical | +17% |
Fire | +6% |
Arcane | +6% |
Mind | +4% |
All | 0% |
Offense: Damage Penetration
Physical | +26% |
Defense: Base
Armour (hardiness) | 12 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 11 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 40%( 70%) |
Acid | + 44%( 70%) |
Blight | + 33%( 70%) |
Physical | + 37%( 70%) |
Mind | + 31%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 23% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 366 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by Adona the giant red ant. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Emath the rattlesnake. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
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 Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by poison ivy. Escort: repented thief (level 1 of Daikara) | failed |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +23 (+5 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +3% lightning / +6% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Dex Poison immunity: +10% Disarm immunity: +20% Psi when hit: +0.04 Maximum life: +40.00 Mindpower: +10 (+5 eff.) 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +7 Dex Changes resistances: +11% physical Changes damage: +17% physical Critical mult.: +15.00% Maximum stamina: +30.00 Mindpower: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% acid Poison immunity: +10% Teleport immunity: +20% Healing mod.: +10% It can be used to blast the opponent's mind dealing 166 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 31% for 2 turns. * Heal for 37. * Gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +3% lightning Changes damage: +11% acid Life regen: +4.00 Only die when reaching: -40.00 life Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +6 Cun / +5 Dex Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.9 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Changes stats: +2 Dex / +1 Con Changes resistances: +3% mind Maximum stamina: +30.00 Light radius: +3 It can be used to create a temporary shield that absorbs 173 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 arcane / +13 cold When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +22 Changes resistances penetration: +26% physical Changes damage: +6% fire Spell save: +3 (+3 eff.) Spell crit. chance: +5% Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +17 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 mind Changes stats: +5 Str / +2 Dex / +3 Con Changes resistances: +5% mind Changes damage: +4% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +5% blight / +15% all Mental save: +15 (+7 eff.) Life regen: +2.10 Maximum life: +52.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Lck Changes resistances: +14% lightning / +5% physical Changes damage: +6% arcane Stun/Freeze immunity: +23% Stamina each turn: +0.50 Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 314 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
![]() steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +2 Mag / +4 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.30 Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +4 Con Talent mastery: +0.21 Technique / Berserker's strength Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +3.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+5 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +10 Wil / +11 Con Changes resistances penetration: +12% physical Disarm immunity: +21% Maximum life: +26.00 Massive two-handed swords. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +5 Str / +5 Con Changes resistances penetration: +20% physical Reduces incoming crit damage: 10.00% Physical save: +5 (+3 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +2 Cun / +4 Con Changes resistances penetration: +25% darkness Changes damage: +6% darkness / +6% physical Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 19% Changes resistances: +11% acid / +2% physical / +9% light / +7% fire / +6% cold / +3% nature / +8% lightning Poison immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +5 Cun Changes resistances: +18% fire / +7% all Changes damage: +12% fire / +3% mind / +3% darkness Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +10% blight / +11% all Mental save: +18 (+9 eff.) Life regen: +3.60 Maximum life: +49.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +22% lightning / +9% all Changes damage: +15% lightning Mental save: +16 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +12% physical Changes damage: +12% physical Mental save: +16 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% all Changes damage: +12% nature Poison immunity: +25% Disease immunity: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes stats: +3 Wil / +4 Mag Changes resistances: +7% acid / +3% light / +10% fire / +8% cold / +8% lightning Pinning immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Wil / +5 Cun / +2 Con Changes resistances penetration: +5% mind Physical save: +10 (+5 eff.) Mental save: +14 (+7 eff.) Maximum hate: +6.00 Maximum psi: +20.00 Mindpower: +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +2% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +4 Con / +2 Wil Changes resistances penetration: +6% physical Stamina each turn: +1.00 Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +2 Changes stats: +2 Cun / +5 Mag Changes resistances: +7% darkness Changes resistances penetration: +10% blight Changes damage: +6% arcane Physical save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +24% Maximum mana: +20.00 Maximum vim: +10.00 Infravision radius: +2 Damage Shield penetration: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Str / +8 Mag / +4 Wil / +3 Con Changes resistances penetration: +10% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% Psi when hit: +0.08 Mana when firing critical spell: +2.00 Mental crit. chance: +2% Damage Shield penetration: +30% 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +4 Wil / +3 Cun / +3 Con Changes resistances: +6% lightning Psi each turn: +0.14 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Balancefist the iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 47% Changes resistances: +9% fire / +7% cold Allows you to breathe in: water Reduces incoming crit damage: 5.00% Disease immunity: +20% Pinning immunity: +20% Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.63 to 88.88 lightning damage (59.25 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Dex / +3 Wil / +7 Cun Changes damage: +9% mind Mindpower: +3 (+2 eff.) Light radius: +3 A cap made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +5 Cun / +4 Con Changes resistances: +6% cold Life regen: +4.00 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +13 (+4 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +4 Str / +1 Dex / +3 Wil / +4 Cun Physical save: +9 (+5 eff.) Mental save: +11 (+5 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Armour: +13 Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +10 Dex / +3 Mag / +5 Wil / +8 Cun Maximum life: +76.00 A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +1 Mag / +2 Cun / +3 Con Changes resistances: +9% acid Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% fire Changes resistances penetration: +25% mind Light radius: +6 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% blight Psi when hit: +0.20 Hate when firing a critical mind attack: +1.00 Light radius: +8 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 172 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Changes stats: +7 Con Critical mult.: +5.00% It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 36. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Grinyroddahell the Skeleton Berserker level 18
38th Dusk 122nd year of Ascendancy at 04:05 see stats
By Grinyroddahell the Skeleton Berserker level 21
73rd Dusk 122nd year of Ascendancy at 10:44 see stats
By Grinyroddahell the Skeleton Berserker level 10
1st Flare 122nd year of Ascendancy at 17:44 see stats
By Grinyroddahell the Skeleton Berserker level 20
59th Dusk 122nd year of Ascendancy at 06:29 see stats
By Grinyroddahell the Skeleton Berserker level 24
29th Haze 122nd year of Ascendancy at 07:48 see stats
By Grinyroddahell the Skeleton Berserker level 14
3rd Dusk 122nd year of Ascendancy at 06:05 see stats
By Grinyroddahell the Skeleton Berserker level 24
29th Haze 122nd year of Ascendancy at 11:00 see stats
By Grinyroddahell the Skeleton Berserker level 9
7th Mirth 122nd year of Ascendancy at 16:08 see stats
By Grinyroddahell the Skeleton Berserker level 9
9th Mirth 122nd year of Ascendancy at 06:13 see stats
By Grinyroddahell the Skeleton Berserker level 21
74th Dusk 122nd year of Ascendancy at 10:44 see stats
By Grinyroddahell the Skeleton Berserker level 14
4th Dusk 122nd year of Ascendancy at 20:09 see stats
Log
Xerysethra the xorn is dazed!
Layena the snow giant boulder thrower starts to bleed.
Layena the snow giant boulder thrower HEALS from cold damage!
Grinyroddahell is unstoppable!
Melee retaliation hits Grinyroddahell for (3 refused), 0 fire (0 total damage).
Grinyroddahell hits Layena the snow giant boulder thrower for 424 physical, 7 arcane, 4 cold, 4 healing, 5 mind (440 total damage) [4 healing].
Grinyroddahell hits Fire drake hatchling for 895 physical damage.
Grinyroddahell hits Shadow for 0 physical, 8 arcane, 13 cold, 3 mind (25 total damage).
Grinyroddahell hits Fire drake for 573 physical, 8 arcane, 12 cold, 3 mind (597 total damage).
Grinyroddahell hits Xerysethra the xorn for (25 deflected), 344 physical, 8 arcane, 12 cold, 2 mind (366 total damage).
Grinyroddahell hits Shadow for 0 physical, 8 arcane, 13 cold, 6 mind (28 total damage).
Grinyroddahell killed Fire drake hatchling!
Grinyroddahell receives 66 healing from Unstoppable.
Grinyroddahell resists the Gesture of Pain.
Xerysethra the xorn is not dazed anymore.
Shadow casts Fade.
Shadow fades!
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Layena the snow giant boulder thrower for 16 fire damage.
Fire drake's devouring flames area effect hits Shadow for 0 fire damage.
Fire drake's devouring flames area effect hits Shadow for 21 fire damage.
Fire drake's devouring flames area effect hits Fire drake for 0 fire damage.
Fire drake's devouring flames area effect hits Xerysethra the xorn for 9 fire damage.
Fire drake's devouring flames area effect hits Shadow for 21 fire damage.
Fire drake's devouring flames area effect hits Grinyroddahell for 16 fire damage.
Shadow hits Grinyroddahell for 44 physical damage.
Shadow hits Grinyroddahell for 42 physical damage.
Grinyroddahell the level 24 skeleton berserker was maimed to death by a shadow on level 4 of Daikara.
Grinyroddahell's rage subsides!
Grinyroddahell no longer revels in blood quite so much.