Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 22 / 94% |
Size | medium |
Lifes / Deaths | Killed by Salemitta the armoured skeleton warrior at level 22 on the 3rd Mirth 123rd year of Ascendancy at 03:43 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 69 (base 51) |
Dexterity | 27 (base 11) |
Constitution | 68 (base 43) |
Magic | 11 (base 10) |
Willpower | 22 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -9/734 |
Stamina | 156/206 |
Healing Factor | 1.5181295749341 |
Regeneration | 0.3795323937336 |
Speed
Mental | +8.8817841970013E-14% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 20.783939787388 |
Offense: Mainhand
Damage | 124 |
Accuracy | 29 |
Crit Chance | 32% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +3% |
Nature | +9% |
Blight | +5% |
Cold | +15% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Light | +15% |
Defense: Base
Armour (hardiness) | 41.723073231957 (96.438666929426%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 30 |
Physical Save | 33 |
Spell Save | 29 |
Mental Save | 2 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 32%( 70%) |
Physical | + 21%( 70%) |
Cold | + 55%( 70%) |
All | + 15%( 70%) |
Lightning | + 34%( 70%) |
Light | + 33%( 70%) |
Temporal | + 20%( 70%) |
Fire | + 34%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Teleport Resistance | 100% |
Pinning Resistance | 0% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
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 291 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Bersk. Escort: worried loremaster (level 2 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed hummerhorn wing. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | brass lantern 'Ulfugen' brass lantern 'Ulfugen'2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag ----- def ----- Defense +15 (+8 eff.) Resists +3% temporal ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm 'Deepswar' (0 def, 3 armour) iron helm 'Deepswar' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +5 (+4 eff.) Dmg.mod +9% darkness ----- def ----- Armour +3 Fatigue +5% Spell.save +15 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Galylathakor the Noonwar Galylathakor the Noonwar0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con ----- def ----- Resists +12% lightning +15% fire +9% light +3% temporal Spell.save +13 (+7 eff.) Silence- +10% Disarm- +20% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
On fingers | Prismwitch Prismwitch0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% light Res.pen +15% light Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Defense +8 (+4 eff.) Resists +12% light ---------- misc Light +3 Rings make your fingers look great! |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Blindglamour (33-50 power, 2 apr) Blindglamour (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living While equipped: Stats +3 Dex +1 Cun +4 Con dps ---------- Melee Ret 6 acid ---------- misc Light +1 Massive two-handed battleaxes. |
On hands | hardened leather gloves 'Bilevalor' (0 def, 2 armour) hardened leather gloves 'Bilevalor' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 22 darkness 17 mind Dmg.mod +12% fire Melee Ret 4 nature On Hit (Melee): * 19% chance to reduce all saves and defense by 17 * 20% chance to slow global speed by 42% ----- def ----- Armour +2 Resists +3% lightning +6% nature Mind.save -12 (-12 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | steel plate armour 'Mucuskarma' (0 def, 15 armour) steel plate armour 'Mucuskarma' (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% blight On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +15 Fatigue +22% Resists +7% acid +7% physical +7% lightning +7% fire +6% nature +7% cold ---------- misc Light +3 A suit of armour made of metal plates. |
Cloak | Belimira (2 def, 0 armour) Belimira (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +7 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (116). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
heroism infusion of the titan (die at -386; dur 6; cd 34) heroism infusion of the titan (die at -386; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -386 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 771 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -559; dur 5; cd 26) heroism infusion of the warrior (die at -559; dur 5; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -559 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1118 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 254; 13 cd) regeneration infusion of the duelist (heal 254; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the sneak (power 15; resist 21%; move 32%; dur 5; cd 17) ethereal rune of the sneak (power 15; resist 21%; move 32%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 32% faster, and you are invisible (power 15). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of cunning (+3) clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
cleansing copper amulet of mastery (0.11 Technique / Combat veteran) cleansing copper amulet of mastery (0.11 Technique / Combat veteran)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +10% blight Poison- +21% Disease- +21% ---------- misc Masteries +0.11 Technique/Combat veteran Amulets make your neck look great! |
Zeraromihek the steel ring Zeraromihek the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% acid +9% fire +9% mind Mind.save +16 (+16 eff.) Confus- +28% Rings make your fingers look great! |
copper ring 'Layyriara' copper ring 'Layyriara'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight +12% temporal +22% darkness Phys.save +3 (+2 eff.) Die.at -20.00 life Poison- +10% Rings make your fingers look great! |
marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +24.00 Disarm- +23% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
steel battleaxe of paradox (20-29 power, 2 apr) steel battleaxe of paradox (20-29 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
cured leather sling of piercing cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +5% all Acc +5 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
greater ash magestaff of wizardry (15-18 power, 3 apr, lightning element) greater ash magestaff of wizardry (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +13 (+8 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ---------- misc Max.mana +11.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Dawncutter (6 def, 2 armour) Dawncutter (6 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Armour +2 Defense +6 (+3 eff.) Resists +6% darkness Phys.save +5 (+3 eff.) Max.HP +40.00 HP.reg +4.00 Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +54.00 HP.reg +2.10 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Kindlebiter' (10 def, 5 armour) pair of rough leather boots 'Kindlebiter' (10 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Res.pen +15% light Apr +1 ----- def ----- Armour +5 Defense +10 (+5 eff.) Resists +6% fire +6% cold Phys.save +3 (+2 eff.) A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 143.34 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+6 eff.) 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. |
insulating iron helm (0 def, 3 armour) insulating iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable iron plate armour of lightning resistance (0 def, 13 armour) impenetrable iron plate armour of lightning resistance (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +17% lightning A suit of armour made of metal plates. |
steel plate armour 'Pitchreek' (0 def, 9 armour) steel plate armour 'Pitchreek' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% darkness Res.pen +20% darkness Melee Ret 8 darkness ----- def ----- Armour +9 Fatigue +22% Crit.chn- 10.00% HP.reg +2.70 ---------- misc Stam/turn +0.70 Infravis +2 A suit of armour made of metal plates. |
windwalling steel shield of shrapnel (0 def, 4 armour, 40 block) windwalling steel shield of shrapnel (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 254 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% physical Shield.near.proj +14 Proj.slow +12% ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Duskmarrow Duskmarrow2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +5% mind +10% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
powerful yew totem of healing [power 248] (15 cooldown) powerful yew totem of healing [power 248] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
soothing ash wand of lightning storm [power 200] (15 cooldown) soothing ash wand of lightning storm [power 200] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 cooldown 100% to heal for 52. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bersk the Cornac Berserker level 18
7th Allure 123rd year of Ascendancy at 09:21 see stats
By Bersk the Cornac Berserker level 10
42nd Dusk 122nd year of Ascendancy at 22:04 see stats
By Bersk the Cornac Berserker level 21
74th Pyre 123rd year of Ascendancy at 22:39 see stats
By Bersk the Cornac Berserker level 20
74th Regrowth 123rd year of Ascendancy at 13:41 see stats
By Bersk the Cornac Berserker level 22
1st Mirth 123rd year of Ascendancy at 11:07 see stats
By Bersk the Cornac Berserker level 10
4th Mirth 122nd year of Ascendancy at 13:20 see stats
By Bersk the Cornac Berserker level 20
14th Regrowth 123rd year of Ascendancy at 03:27 see stats
By Bersk the Cornac Berserker level 18
1st Wintertide 123rd year of Ascendancy at 21:37 see stats
By Bersk the Cornac Berserker level 21
74th Pyre 123rd year of Ascendancy at 18:02 see stats
By Bersk the Cornac Berserker level 16
77th Haze 122nd year of Ascendancy at 22:18 see stats
By Bersk the Cornac Berserker level 17
3rd Decay 122nd year of Ascendancy at 04:59 see stats
Log
Bersk has temporarily forgotten Death Dance for 2 turns!
Bersk has temporarily forgotten Perfect Strike for 2 turns!
Bersk is disarmed!
Melee retaliation hits Salemitta the armoured skeleton warrior for 5 acid, 9 blight, 3 nature, 2 darkness, 5 acid, 9 blight, 3 nature, 2 darkness, 5 acid, 9 blight, 3 nature, 2 darkness, 5 acid, 9 blight, 3 nature, 2 darkness (72 total damage).
Ruin hits Salemitta the armoured skeleton warrior for 1 healing, 1 healing, 3 healing, 3 healing (0 total damage) [9 healing].
Salemitta the armoured skeleton warrior hits Bersk for 11 physical, 3 blight, 10 blight, 3 blight, 5 healing, 26 blight, 8 blight, 5 healing, 38 lightning, 5 healing, 45 physical, 8 blight, 5 healing (151 total damage) [21 healing].
Bersk uses Reproach.
Bersk hits Salemitta the armoured skeleton warrior for 21 physical, 14 darkness, 12 mind, 49 mind (96 total damage).
Bersk is recovering from the damage!
Bersk rearms.
Bersk has recovered!
Salemitta the armoured skeleton warrior casts Virulent Strike.
Bersk has temporarily forgotten Stunning Blow for 2 turns!
Melee retaliation hits Salemitta the armoured skeleton warrior for 4 acid, 7 blight, 3 nature, 1 darkness, 4 acid, 7 blight, 3 nature, 1 darkness, 4 acid, 7 blight, 3 nature, 1 darkness, 4 acid, 7 blight, 3 nature, 1 darkness (61 total damage).
Ruin hits Salemitta the armoured skeleton warrior for 3 healing, 3 healing, 3 healing, 3 healing (0 total damage) [13 healing].
Salemitta the armoured skeleton warrior hits Bersk for 62 physical, 8 blight, 4 healing, 76 physical, 8 blight, 4 healing, 38 lightning, 21 blight, 8 blight, 4 healing, 17 blight, 8 blight, 4 healing (245 total damage) [18 healing].
Bersk uses Infusion: Regeneration.
Bersk starts regenerating health quickly.
Talent Perfect Strike is ready to use.
Talent Death Dance is ready to use.
Salemitta the armoured skeleton warrior casts Acid Strike.
Bersk has temporarily forgotten Infusion: Healing for 2 turns!
Melee retaliation hits Salemitta the armoured skeleton warrior for 5 acid, 9 blight, 3 nature, 2 darkness, 5 acid, 9 blight, 3 nature, 2 darkness, 5 acid, 9 blight, 3 nature, 2 darkness, 5 acid, 9 blight, 3 nature, 2 darkness (72 total damage).
Ruin hits Salemitta the armoured skeleton warrior for 4 healing, 4 healing (0 total damage) [8 healing].
Overkill hits Skeleton warrior for 5 blight damage.
Salemitta the armoured skeleton warrior hits Bersk for 80 acid, 9 blight, 5 healing, 63 acid, 9 blight, 5 healing, 44 lightning, 72 acid, 32 blight (309 total damage) [10 healing].
Bersk the level 22 cornac berserker was infected to death by Salemitta the armoured skeleton warrior on level 1 of Ruined halfling complex.
Bersk's rage subsides!