










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 16 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 14th Profit 122nd year of Ascendancy at 12:53 0 / 6Killed by Bill the Stone Troll at level 12 on the 14th Profit 122nd year of Ascendancy at 14:10 Killed by Bill the Stone Troll at level 12 on the 14th Profit 122nd year of Ascendancy at 14:43 Killed by Alnt the quasit at level 16 on the 29th Wealth 122nd year of Ascendancy at 20:09 Killed by Alnt the quasit at level 16 on the 29th Wealth 122nd year of Ascendancy at 20:48 Killed by Cyroma the skeleton assassin at level 16 on the 29th Wealth 122nd year of Ascendancy at 21:56 |
Primary Stats
| Strength | 52 (base 33) |
| Dexterity | 13 (base 11) |
| Constitution | 56 (base 43) |
| Magic | 11 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -41/744 |
| Stamina | 147/165 |
| Healing Factor | 1.3600460901467 |
| Regeneration | 7.1556061706892 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 40 |
| Crit Chance | 2% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Mind | +9% |
| Temporal | +3% |
| Nature | +3% |
| Physical | +16% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Fire | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 41.511077022655 (89.749889547741%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 23 |
| Physical Save | 36 |
| Spell Save | 43 |
| Mental Save | 20 |
Defense: Resistances
| Fire | + 15%( 70%) |
| Temporal | + 12%( 70%) |
| All | 0%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 9%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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. |
| 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 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You failed to protect the lone alchemist from death by Porilenne the minotaur. Escort: lone alchemist (level 2 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Mayynn the Freezeweeper (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Mov.spd +25% Dmg.mod +9% mind +6% cold ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Stokebreacher'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +2 Mag dps ---------- Res.pen +5% fire ----- def ----- Crit.chn- 15.00% Max.HP +42.00 ---------- 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | extending iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 116 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
| Around waist | 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 | 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! |
| On hands | Wretchshine (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% lightning +3% temporal +3% nature Melee Ret 2 lightning 2 temporal 2 nature ----- def ----- Armour +1 Fatigue +1% Resists +12% temporal 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 | dwarven-steel plate armour 'Dagaroleg' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Res.pen +5% mind +5% physical Acc +20 (+7 eff.) Apr +2 ----- def ----- Armour +11 Fatigue +22% Resists +15% fire Die.at -40.00 life A suit of armour made of metal plates. |
| Cloak | linen cloak 'Chamyleg' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Max.HP +20.00 Cut- +20% 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. |
| Around neck | copper amulet 'Braneldir'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex ----- def ----- Resists +1% physical +6% nature +9% cold Heal.mod +5% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 144; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. 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. |
Eremasablek0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Resists +3% mind +3% darkness Max.HP +40.00 HP.reg +2.00 Disease- +20% Amulets make your neck look great! |
Blazedash the dwarven-steel battleaxe (41-62 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +12% lightning +3% cold +12% light HP.reg +2.00 Massive two-handed battleaxes. |
Venomwreck the dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% nature +10% physical Acc +13 (+5 eff.) Apr +10 ----- def ----- Resists +3% acid +6% cold +6% nature Die.at -40.00 life Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Gleampulverizer' (30-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +17 blight +16 mind +4 light On Hit: * 12% chance to reduce strength, dexterity, and constitution by 6 While equipped: dps ---------- Mind.crit +1% Dmg.mod +3% mind ----- def ----- Crit.chn- 5.00% ---------- misc Equi/ret +0.12 Massive two-handed battleaxes. |
Xerelramina the Satyrsage (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% nature Res.pen +15% nature +6% physical Melee Ret 4 mind 8 nature On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Disarm- +18% Sharp, short and deadly. |
steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
chilling steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 cold Sharp, long, and deadly. |
steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
dwarven-steel mace 'Chillresolve' (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% cold Acc +8 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 36% ----- def ----- Defense +5 (+5 eff.) Resists +3% physical +5% arcane +9% cold Crit.chn- 10.00% Spell.save +6 (+2 eff.) Disarm- +20% Blunt and deadly. |
steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 15.5 - 21.7 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. |
Hettalendur the Searstrike (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +8 blight +4 fire On Crit.r2 +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) Dmg.mod +3% temporal +2% physical Res.pen +5% temporal +4% physical ----- def ----- Resists +12% blight +3% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of balance (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Melee+ 4 mind 4 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Frostsquall' (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) Melee+ 6 mind 4 darkness Dmg.mod +5% mind +6% darkness ----- def ----- Armour +6 Resists +3% acid +3% cold +9% light Cut- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Yvera (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Spell.crit +3% Phys.pwr +20 (+7 eff.) Spell.pwr +9 (+9 eff.) Dmg.mod +3% blight +20% cold Phasing +10% ----- def ----- Armour +11 Defense +6 (+6 eff.) Die.at -40.00 life ---------- misc Wards +2 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of illumination (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature 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.) S.pwr/crit +3 Dmg.mod +15% physical ----- def ----- Defense +5 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of dampening (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt/Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Resists +8% acid +9% lightning +7% cold +7% fire +2% all Spell.save +5 (+2 eff.) Disarm- +20% One-handed war axes. |
Zubevea the Pyretide1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +1 Con dps ---------- Dmg.mod +6% fire ----- def ----- Defense +8 (+8 eff.) Stealth +7 A belt that goes around your waist. |
Arerianne the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical ----- def ----- Defense +2 (+2 eff.) Resists +6% blight +9% fire +3% mind Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rootrot (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Defense +10 (+10 eff.) Resists +6% mind Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootrigor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +10% arcane +10% nature Melee Ret 4 arcane 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerybeth (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +9 Resists +5% arcane +3% cold Silence- +20% Stun/Frz- +20% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Galesever the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% mind +6% blight Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +6% lightning +10% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Layaba' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +15.00% On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +6% fire +6% cold ---------- misc Equi/ret +0.04 Psi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sleetstar' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +12% cold +3% nature +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Wretchward the hardened leather armour (14 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +2 Str +2 Wil +1 Con dps ---------- Crit.mult +10.00% Res.pen +10% physical Apr +3 ----- def ----- Armour +6 Defense +14 (+14 eff.) Fatigue +8% Resists +14% blight +15% darkness +6% nature ---------- misc Light +1 A suit of armour made of leather. |
Ashkill (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Acc +10 (+4 eff.) Melee Ret 8 physical 2 fire ----- def ----- Armour +7 Fatigue +22% Resists +17% fire Phys.save +3 (+2 eff.) ---------- misc See.Invis +6 A suit of armour made of metal plates. |
hardened iron plate armour (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +6% acid +5% physical +6% fire +5% lightning +5% cold A suit of armour made of metal plates. |
Sleetpanic (0 def, 6 armour, 75 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Res.pen +10% fire Melee Ret 5 fire ----- def ----- Armour +6 Fatigue +8% Resists +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Treewing (0 def, 6 armour, 73.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Dex +1 Mag +3 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Armour +6 Fatigue +8% Max.HP +40.00 ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
quiver of yew arrows 'Galewarden' (20/20, 36-51 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 36.5 - 51.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +24 Apr +10 Crit +2.0% Capacity 20 Ranged+ +20 lightning On Hit.r1 +16 darkness On Hit: * 20% chance to reduce damage dealt by 10% Arrows are used with bows to pierce your foes to death. |
self-loading quiver of ash arrows (19/19, 19-27 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
miner's iron pickaxe (dig speed 29 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. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
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. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Galadiro the Dwarf Berserker level 7
25th Voratun 122nd year of Ascendancy at 16:30 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Galadiro the Dwarf Berserker level 10
8th Profit 122nd year of Ascendancy at 19:15 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Galadiro the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 19:16 see stats
Log
Galadiro resists the knockback!
Cyroma the skeleton assassin's Shoot hits Galadiro for 54 physical, 7 physical, 8 cold, 140 physical (208 total damage).
Numbing Poison from Cyroma the skeleton assassin's poison gas trap hits Galadiro for 23 nature damage.
Poison from Cyroma the skeleton assassin's poison gas trap hits Galadiro for 38 nature damage.
Galadiro misses Cyroma the skeleton assassin.
Cyroma the skeleton assassin's poison gas trap's random poison area effect hits Galadiro for 23 nature damage.
Cyroma the skeleton assassin uses Block.
Galadiro is no longer poisoned.
Galadiro has finished recovering.
Poison from Cyroma the skeleton assassin's poison gas trap hits Galadiro for 48 nature damage.
Galadiro misses Cyroma the skeleton assassin.
Cyroma the skeleton assassin uses Swift Shot.
Cyroma the skeleton assassin's Swift Shot hits Galadiro for 62 physical, 7 physical, 8 cold (77 total damage).
Poison from Cyroma the skeleton assassin's poison gas trap hits Galadiro for 48 nature damage.
Cyroma the skeleton assassin uses Kneecapper.
Galadiro is pinned to the ground.
Cyroma the skeleton assassin's Kneecapper hits Galadiro for 97 physical, 7 physical, 8 cold (112 total damage).
You are unable to move!
Galadiro misses Cyroma the skeleton assassin.
Galadiro is no longer pinned.
Galadiro has recovered!
Talent Infusion: Healing is ready to use.
Poison from Cyroma the skeleton assassin's poison gas trap hits Galadiro for 48 nature damage.
Cyroma the skeleton assassin shoots!
Cyroma the skeleton assassin's Shoot hits Galadiro for 58 physical, 7 physical (65 total damage).
Galadiro the level 16 dwarf berserker was torn limb from limb to death by Cyroma the skeleton assassin on level 1 of Ruined Dungeon.

















































































