










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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 / 11% |
Size | medium |
Lifes / Deaths | Killed by orc corruptor at level 16 on the 30th Dusk 122nd year of Ascendancy at 12:35 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 46 (base 40) |
Dexterity | 14 (base 11) |
Constitution | 37 (base 29) |
Magic | 10 (base 10) |
Willpower | 14 (base 11) |
Cunning | 15 (base 10) |
Resources
Life | -61/526 |
Stamina | 41/155 |
Healing Factor | 1.2041015905906 |
Regeneration | 4.4160991479516 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 8 |
See Invisible | 7 |
Offense: Mainhand
Damage | 66 |
Accuracy | 53 |
Crit Chance | 11% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Cold | +10% |
Fire | +4% |
Nature | +3% |
Offense: Damage Penetration
Temporal | +5% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 28.292304923968 (87.807182003187%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 4 |
Physical Save | 30 |
Spell Save | 40 |
Mental Save | 25 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 13%( 70%) |
Physical | + 8%( 70%) |
Cold | + 37%( 70%) |
All | + 7%( 70%) |
Darkness | + 10%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 16%( 70%) |
Fire | + 19%( 70%) |
Lightning | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 28% |
Pinning Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Norgos, the Frozen. Escort: lost warrior (level 3 of Norgos Lair) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +5 Defense +10 (+5 eff.) Resistance +6% lightning +9% temporal +3% fire Spell save +3 (+1 eff.) Poison Resist +20% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Dex +2 Con offense ------ Accuracy +20 (+6 eff.) When Hit 2 acid defense ------ Mind save +6 (+3 eff.) Unlife -20.00 life other ------- Light +3 See Stealth +8 See Invisibility +7 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +5% fire +9% cold Unlife -20.00 life Pinning Resist +20% Knockbk Resist +10% A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 30.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +28% Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +4 (+1 eff.) On-Hit 6 fire Damage +4% fire Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +1 Fatigue +1% Resistance +6% blight +5% fire Spell save +8 (+2 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. |
Main armor | ![]() 14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Spell Crit +4% Physical Power +10 (+3 eff.) defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind +1% physical Mind save +11 (+6 eff.) A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% nature Ignore resists +15% darkness On-Hit (Melee): * 10% chance to slow global speed by 35% defense ------ Defense +7 (+3 eff.) Resistance +3% darkness +3% cold Physical 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. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Ignore resists +5% temporal defense ------ Resistance +12% lightning +3% mind +6% acid Mind save +3 (+2 eff.) Stun Resist +20% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil offense ------ Damage +11% mind defense ------ Resistance +11% mind Mind save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Damage +10% mind defense ------ Armor +6 Resistance +10% mind Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 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! |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) When Hit 2 lightning 2 fire defense ------ Resistance +12% fire Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil offense ------ Damage +3% mind Ignore resists +5% mind Against +16% Summoned On-Hit (Melee): * 20% chance to reduce all saves and defense by 10 defense ------ Resistance +6% darkness +6% mind Resist Against +17% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% acid +3% cold Ignore resists +10% acid +15% cold defense ------ Defense +1 (+0 eff.) Resistance +6% cold Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +5 Dex +4 Wil +1 Cun offense ------ Ignore resists +5% mind When Hit 4 mind defense ------ Defense +1 (+0 eff.) Mind save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: offense ------ Damage +10% nature defense ------ Resistance +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Damage +9% fire Ignore resists +15% darkness defense ------ Armor +3 Fatigue +2% Resistance +3% lightning +3% fire +3% darkness Physical save +6 (+3 eff.) Spell save +5 (+1 eff.) Mind save +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +1 Mag +3 Wil +4 Cun offense ------ Damage +9% cold On-Hit (Melee): * 10% chance to reduce armor by 10% defense ------ Armor +1 Physical save +5 (+3 eff.) Spell save +5 (+1 eff.) Mind save +6 (+3 eff.) other ------- Infravision +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +6% nature Ignore resists +5% mind defense ------ Armor +1 Resistance +6% lightning +9% temporal +6% cold +9% fire A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+4 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Life +20.00 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 have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Physical Power +15 (+5 eff.) On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Resistance +3% lightning +5% cold other ------- Light +1 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. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +1 Cun +1 Con offense ------ Physical Power +15 (+5 eff.) defense ------ Armor +3 Fatigue +5% Crit Resistance 15.00% other ------- Infravision +1 See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% nature defense ------ Defense +1 (+0 eff.) Resistance +3% light +6% fire +6% mind +6% cold other ------- Light +1 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +4 Cun +3 Con offense ------ Mindpower +3 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% light Crit Resistance 5.00% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature Accuracy +5 (+1 eff.) defense ------ Defense +1 (+0 eff.) Resistance +16% nature +2% physical Life +20.00 Poison Resist +10% Pinning Resist +10% A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Mindpower +15 (+10 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% light +11% darkness other ------- Psi when Hit +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Damage +11% acid +6% physical Ignore Armor +1 defense ------ Defense +11 (+5 eff.) Resistance +16% acid A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil offense ------ Damage +3% cold When Hit 8 mind defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.10 other ------- Stamina/turn +0.50 Psi when Hit +0.04 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Master While equipped: offense ------ Damage +9% lightning When Hit 2 lightning defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +8% Resistance +16% acid +27% lightning Physical save +7 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: offense ------ Damage +9% acid Ignore resists +10% acid When Hit 2 acid defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% mind +3% lightning Mind save +11 (+6 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T1 massive armor [Rare] Master While equipped: Stats +2 Dex +1 Wil offense ------ When Hit 6 fire defense ------ Armor +7 Fatigue +22% Resistance +16% cold Crit Resistance 5.00% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T1 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +16% cold +10% light +11% darkness A suit of armour made of metal plates. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun offense ------ Mind Crit +1% Damage +6% cold Accuracy +4 (+1 eff.) defense ------ Resistance +3% blight +6% cold Mind save +12 (+6 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Cun +3 Str offense ------ Physical Power +5 (+1 eff.) Damage +6% nature When Hit 4 physical defense ------ Resistance +11% nature Crit Resistance 5.00% other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Mag offense ------ Damage +6% nature Ignore resists +15% lightning defense ------ Resistance +11% nature Spell save +9 (+3 eff.) other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +6% blight +5% arcane Crit Resistance 5.00% Physical save +9 (+5 eff.) Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +8 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning When Hit 2 darkness defense ------ Resistance +6% acid +12% cold +3% nature +3% light Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 232 Base Damage: 117 Armor: 2 All Resist: 2 Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zen the Cornac Berserker level 10
4th Flare 122nd year of Ascendancy at 14:12 see stats
By Zen the Cornac Berserker level 8
10th Mirth 122nd year of Ascendancy at 12:58 see stats
By Zen the Cornac Berserker level 8
1st Summertide 122nd year of Ascendancy at 21:25 see stats
Log
Zen stops regenerating health quickly.
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Zen is recovering from the damage!
Orc corruptor's Soul Rot hits Zen for 308 blight damage.
Talent Stunning Blow is ready to use.
Zen uses Infusion: Movement.
Zen is moving at extreme speed!
Orc corruptor casts Blood Grasp.
Zen no longer revels in blood quite so much.
Zen slows down.
Orc corruptor's blight area effect hits Zen for 31 blight damage.
Berserker Rage's rage subsides!
Zen resists!
Orc corruptor's dazing lightning area effect hits Zen for 46 lightning damage.
Orc corruptor's blight area effect hits Zen for 28 blight damage.
Orc corruptor's blight area effect hits Zen for 28 blight damage.
Orc corruptor's Soul Rot hits Zen for 202 blight damage.
Berserker Rage's rage awakens!
Orc corruptor roars triumphantly.
Orc corruptor's blight area effect hits Zen for 28 blight damage.
Zen the level 16 cornac berserker was fouled to death by an orc corruptor on level 1 of Zigur.
Zen's rage subsides!