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 | 16 / 25% |
Size | medium |
Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 15 on the 4th Allure 123rd year of Ascendancy at 22:10 / 2Killed by Layethra the cutpurse at level 16 on the 5th Allure 123rd year of Ascendancy at 02:40 |
Primary Stats
Strength | 53 (base 41) |
Dexterity | 13 (base 11) |
Constitution | 33 (base 32) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -8/530 |
Stamina | 132/160 |
Healing Factor | 1.1789294477288 |
Regeneration | 0.29473236193219 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 29.500146650446 |
See Invisible | 19.500146650446 |
Offense: Mainhand
Damage | 103 |
Accuracy | 22 |
Crit Chance | 24% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Light | +3% |
Nature | +15% |
Cold | +12% |
Arcane | +11% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +18% |
Lightning | +15% |
Fire | +5% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 33.723073231957 (96.438666929426%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 11 |
Physical Save | 35 |
Spell Save | 26 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 19%( 70%) |
Acid | + 34%( 70%) |
Light | + 10%( 70%) |
Temporal | + 7%( 70%) |
Cold | + 16%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 9%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 10% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 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 lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | active |
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: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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. * You've found the needed xorn fragment. | 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 |
Equipment
On feet | Emona the Chillbrace (0 def, 3 armour) Emona the Chillbrace (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% cold Apr +4 ----- def ----- Armour +3 Fatigue +2% Mind.save +3 (+2 eff.) Disarm- +20% Teleport- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Bregadas Bregadas2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire +3% light +5% arcane Crit.chn- 5.00% Max.HP +20.00 ---------- 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. |
On head | Shiveredge the rough leather cap (0 def, 1 armour) Shiveredge the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +6 Str dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% cold ---------- misc Infravis +3 A cap made of leather. |
Tool | Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.34 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | Siluwen Siluwen0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +11% acid Apr +2 ----- def ----- Resists +22% acid ---------- misc Stam/turn +1.00 Mana/turn +0.04 Rings make your fingers look great! |
On fingers | mule's copper ring of aether (+11%) mule's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Fatigue -4% Resists +11% arcane ---------- misc Max.enc +21 Rings make your fingers look great! |
Around waist | 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. |
In main hand | Growthvice the dwarven-steel greatmaul (42-62 power, 2 apr) Growthvice the dwarven-steel greatmaul (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +16 acid +7 nature +4 darkness On Hit: * 10% chance to reduce damage dealt by 11% While equipped: dps ---------- Dmg.mod +9% nature +6% fire Res.pen +13% acid +5% fire +7% nature Apr +7 Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 37% Massive two-handed mauls. |
On hands | Anodorab (0 def, 1 armour) Anodorab (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +1 Wil dps ---------- Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +6% cold Phys.save +9 (+4 eff.) Spell.save +12 (+6 eff.) Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% 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. |
Main armor | Serpentsorrow the iron plate armour (0 def, 7 armour) Serpentsorrow the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire +6% nature +3% light Res.pen +5% nature Melee Ret 8 fire ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
Cloak | Hailwilter (1 def, 0 armour) Hailwilter (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% acid +6% fire Res.pen +5% acid Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Defense +1 (+1 eff.) Resists +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Xanomille the Cloudstoker Xanomille the Cloudstoker0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +9% acid +3% temporal +3% light Phys.save +11 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +11 (+6 eff.) Amulets make your neck look great! |
Inventory
Cracklesaw the copper amulet Cracklesaw the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% blight +5% mind +5% lightning ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Max.hate +8.00 Amulets make your neck look great! |
mule's copper ring of power mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+4 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
acidic steel battleaxe of massacre (26-40 power, 2 apr) acidic steel battleaxe of massacre (26-40 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+11 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic steel dagger of daylight (12-15 power, 6 apr) acidic steel dagger of daylight (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 light Against +7% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
hateful steel dagger of erosion (12-16 power, 6 apr) hateful steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Psionic Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature +7 darkness Against +7% Living Sharp, short and deadly. |
slime-covered steel dagger of erosion (13-17 power, 6 apr) slime-covered steel dagger of erosion (13-17 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Disrupt Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature On Hit: * 5% chance to slow global speed by 37% Sharp, short and deadly. |
hateful dwarven-steel greatmaul of massacre (52-77 power, 2 apr) hateful dwarven-steel greatmaul of massacre (52-77 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Master/Psionic Power 51.5 - 77.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living Massive two-handed mauls. |
iron greatmaul of massacre (26-40 power, 1 apr) iron greatmaul of massacre (26-40 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
Furnacestake (16-26 power, 1 apr) Furnacestake (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 fire While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% acid Acc +9 (+5 eff.) Melee Ret 6 physical ----- def ----- Defense +7 (+7 eff.) Disarm- +29% Massive two-handed swords. |
iron greatsword (17-27 power, 1 apr) iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword of crippling (25-40 power, 2 apr) steel greatsword of crippling (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
chilling steel longsword of vileness (14-19 power, 3 apr) chilling steel longsword of vileness (14-19 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 blight +7 cold On Hit: * 5% chance to reduce strength, dexterity, and constitution by 6 Sharp, long, and deadly. |
steel mace (12-16 power, 3 apr) steel mace (12-16 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
ash vilestaff (15-18 power, 3 apr, darkness element) ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emelileyabeth Emelileyabeth1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con ----- def ----- Defense +25 (+21 eff.) Max.HP +32.00 Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
nightruned rough leather belt nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +5% darkness A belt that goes around your waist. |
Mayolaith the Pitchvagrant (1 def, 0 armour) Mayolaith the Pitchvagrant (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 darkness ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Max.HP +33.00 Heal.mod +15% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bloomvortex (0 def, 0 armour) Bloomvortex (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire Res.pen +10% lightning +15% fire +25% nature Melee Ret 4 nature ----- def ----- Resists +6% lightning +22% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of nature (+15%) (0 def, 0 armour) mindwoven woollen robe of nature (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +9% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Arawyn' (5 def, 1 armour) pair of rough leather boots 'Arawyn' (5 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +3 Mag +2 Wil dps ---------- Res.pen +15% blight ----- def ----- Armour +1 Defense +5 (+5 eff.) Die.at -60.00 life Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour) undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +22% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating linen wizard hat of fire (+6%) (1 def, 0 armour) insulating linen wizard hat of fire (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +21% fire +6% cold A pointy cloth hat, very wizardly... |
rough leather cap 'Phlegmreign' (0 def, 1 armour) rough leather cap 'Phlegmreign' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +10% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% acid Crit.chn- 5.00% Phys.save +11 (+5 eff.) A cap made of leather. |
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 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
shocking steel shield of cold resistance (+15%) (0 def, 4 armour, 38.5 block) shocking steel shield of cold resistance (+15%) (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 lightning Melee Ret 3 lightning ----- def ----- Armour +4 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows of accuracy (18/18, 20-29 power, 7 apr) quiver of ash arrows of accuracy (18/18, 20-29 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Master Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
11 agate 11 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. |
2 aquamarine 2 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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 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 39 turns) woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
innervating steel torque of gale force [power 165] (15 cooldown) innervating steel torque of gale force [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst 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. |
4 ametrine 4 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. |
6 citrine 6 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. |
7 zircon 7 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 10
30th Dusk 122nd year of Ascendancy at 04:48 see stats
By Bersk the Cornac Berserker level 10
30th Dusk 122nd year of Ascendancy at 04:46 see stats
By Bersk the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 23:44 see stats
By Bersk the Cornac Berserker level 10
6th Haze 122nd year of Ascendancy at 06:19 see stats
By Bersk the Cornac Berserker level 15
4th Allure 123rd year of Ascendancy at 22:11 see stats
Log
Adyrewyn the yellow jelly is not dazed anymore.
You feel a surge of power as a powerful creature falls nearby.
Bersk is recovering from the damage!
Shield of Light hits Layethra the cutpurse for 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [48 healing].
Bersk hits Adyrewyn the yellow jelly for 92 physical, 6 cold (97 total damage).
Melee retaliation hits Layethra the cutpurse for 2 cold, 2 nature, 18 fire, 2 cold, 2 nature, 18 fire, 2 cold, 2 nature, 18 fire (64 total damage).
Shield of Light hits Bersk for 0 light, 14 light, 12 darkness, 27 light (53 total damage).
Layethra the cutpurse hits Bersk for 12 physical, 9 light, 31 fire, 1 physical, 14 light, 12 darkness, 27 light, 89 light (195 total damage).
Layethra the cutpurse hits Adyrewyn the yellow jelly for 148 light damage.
Bersk slows down.
Bersk killed Adyrewyn the yellow jelly!
Adyrewyn the yellow jelly's Slime Spit hits Bersk for 39 lightning damage.
Layethra the cutpurse's spell attains critical power!
Melee retaliation hits Layethra the cutpurse for 2 cold, 2 nature, 21 fire, 2 cold, 2 nature, 21 fire (50 total damage).
Shield of Light hits Layethra the cutpurse for 9 healing, 9 healing, 9 healing, 9 healing, 9 healing, 9 healing (0 total damage) [53 healing].
Shield of Light hits Bersk for 1 light, 16 light, 14 darkness, 32 light (62 total damage).
Layethra the cutpurse hits Bersk for 25 physical, 21 light, 35 fire (81 total damage).
Bersk uses Infusion: Wild.
Bersk speeds up.
Bersk is cured!
Bersk lessens the pain.
Bersk uses Infusion: Regeneration.
Bersk starts regenerating health quickly.
Layethra the cutpurse's spell attains critical power!
Melee retaliation hits Layethra the cutpurse for 2 cold, 2 nature, 21 fire, 2 cold, 2 nature, 21 fire (50 total damage).
Shield of Light hits Layethra the cutpurse for 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [32 healing].
Shield of Light hits Bersk for 1 light, 14 light, 12 darkness, 27 light (53 total damage).
Layethra the cutpurse hits Bersk for 21 physical, 18 light, 51 fire (90 total damage).
Bersk the level 16 cornac berserker was jerkied to death by Layethra the cutpurse on level 2 of The Maze.