Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Druid Class 1.0.1 Ignore Race/Class Locks 1.0.1 Stone Wardens DLC Class 1.0.1 Items Vault 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Yeek |
Class | Berserker |
Level / Exp | 22 / 89% |
Size | small |
Lifes / Deaths | Killed by ritch flamespitter at level 3 on the 77th Pyre 122nd year of Ascendancy at 05:23 / 24Killed by ritch impaler at level 3 on the 77th Pyre 122nd year of Ascendancy at 07:11 Killed by Glorylelaith the yaech diver at level 6 on the 2nd Mirth 122nd year of Ascendancy at 13:25 Killed by elven tempest at level 8 on the 10th Flare 122nd year of Ascendancy at 23:46 Killed by mucus ooze at level 16 on the 40th Haze 122nd year of Ascendancy at 01:23 Killed by war hound at level 18 on the 41st Haze 122nd year of Ascendancy at 22:10 Killed by Zubagarin the squid at level 18 on the 42nd Haze 122nd year of Ascendancy at 05:07 Killed by luminous horror at level 18 on the 42nd Haze 122nd year of Ascendancy at 17:35 Killed by luminous horror at level 18 on the 42nd Haze 122nd year of Ascendancy at 19:18 Killed by bloated horror at level 18 on the 43rd Haze 122nd year of Ascendancy at 07:08 Killed by Yeektwohander at level 20 on the 4th Allure 123rd year of Ascendancy at 08:48 Killed by zombie bunny at level 20 on the 4th Allure 123rd year of Ascendancy at 11:10 Killed by greater gwelgoroth at level 21 on the 22nd Regrowth 123rd year of Ascendancy at 19:39 Killed by elven cultist at level 22 on the 23rd Regrowth 123rd year of Ascendancy at 16:54 Killed by elven tempest at level 22 on the 24th Regrowth 123rd year of Ascendancy at 08:15 Killed by elven tempest at level 22 on the 24th Regrowth 123rd year of Ascendancy at 09:05 Killed by elven cultist at level 22 on the 24th Regrowth 123rd year of Ascendancy at 10:11 Killed by elven corruptor at level 22 on the 24th Regrowth 123rd year of Ascendancy at 12:50 Killed by elven corruptor at level 22 on the 24th Regrowth 123rd year of Ascendancy at 14:19 Killed by elven cultist at level 22 on the 24th Regrowth 123rd year of Ascendancy at 15:34 Killed by gigantic bone rat at level 22 on the 26th Regrowth 123rd year of Ascendancy at 19:19 Killed by gigantic bone rat at level 22 on the 26th Regrowth 123rd year of Ascendancy at 21:31 Killed by shadow at level 22 on the 27th Regrowth 123rd year of Ascendancy at 02:21 Killed by ritch flamespitter at level 22 on the 33rd Regrowth 123rd year of Ascendancy at 19:28 |
Primary Stats
Strength | 49 (base 44) |
Dexterity | 18 (base 11) |
Constitution | 32 (base 37) |
Magic | 14 (base 10) |
Willpower | 23 (base 10) |
Cunning | 33 (base 26) |
Resources
Life | 585/585 |
Stamina | 196/196 |
Psi | 113/113 |
Healing Factor | 1.27 |
Regeneration | 8.6995 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 86 |
Accuracy | 46 |
Crit Chance | 32% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 27.15 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 34.56 (82%) |
Defense | 21.8 |
Ranged Defense | 25.8 |
Fatigue | 18 |
Physical Save | 24.35 |
Spell Save | 28.65 |
Mental Save | 30.975 |
Defense: Resistances
Darkness | + 31%( 70%) |
Light | + 36%( 70%) |
Blight | + 11%( 70%) |
Physical | + 3%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Silence Resistance | 48% |
Instadeath Resistance | 100% |
Confusion Resistance | 83% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 29). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 58) for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved spell save by +4. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 85. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * You've found the needed honey tree root. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aerunne (0 def, 3 armour) Aerunne (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 Armour: +3 Fatigue: +2% Changes stats: +2 Str Life regen: +1.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Elowyn (1 def, 0 armour) Elowyn (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +18% darkness / +3% physical Pinning immunity: +25% A pointy cloth hat, very wizardly... |
Tool | warded ash totem of thorny skin [power 26] (16/20 cooldown) warded ash totem of thorny skin [power 26] (16/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Maximum wards: +2 nature / +2 acid / +2 light Talent granted: +1 Ward It can be used to hardens the skin for 6 turns increasing armour by 26 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | Brightlord BrightlordInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Dex Changes resistances: +6% light Rings can have magical properties. |
On fingers | conjurer's steel ring of blasting conjurer's steel ring of blastingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Damage when the wearer hits(melee): 6 lightning / 5 physical Damage when the wearer is hit: 3 lightning / 5 physical Spellpower: +6 Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 13/40) : Effective talent level: 2.0 Power cost: 40 out of 13/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them for 7 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | voratun battleaxe 'Layewyn' (56-84 power, 4 apr) voratun battleaxe 'Layewyn' (56-84 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +31 mind When wielded/worn: Accuracy: +12 Defense: +15 Changes stats: +1 Str / +2 Wil Critical mult.: +5.00% It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
On hands | heroic rough leather gloves of regeneration (0 def, 4 armour) heroic rough leather gloves of regeneration (0 def, 4 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 Life regen: +0.70 Stamina each turn: +0.40 Psi each turn: +0.13 Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) radiant dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +1 Wil Damage when the wearer is hit: 4 light Changes resistances: +13% darkness / +11% blight Life regen: +0.70 Maximum life: +41.00 Light radius: +1 Healing mod.: +17% A suit of armour made of mail. |
Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% 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 | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
insidious poison infusion (21 nature damage, 38% healing reduction) insidious poison infusion (21 nature damage, 38% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.00 Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.71 nature damage per turns for 7 turns, and reducing the target's healing received by 38%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's insidious poison infusion (27 nature damage, 24% healing reduction) psychic's insidious poison infusion (27 nature damage, 24% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.43 nature damage per turns for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's regeneration infusion (heal 174 over 5 turns) sneak's regeneration infusion (heal 174 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's movement infusion (604% speed; 5 turns) titan's movement infusion (604% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's insidious poison infusion (28 nature damage, 21% healing reduction) warrior's insidious poison infusion (28 nature damage, 21% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.00 Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 28.29 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
anchoring copper amulet of magic (+2) anchoring copper amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% temporal Knockback immunity: +20% Amulets can have magical properties. |
grounding steel amulet of the fish grounding steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning / +10% cold Allows you to breathe in: water Stun/Freeze immunity: +25% Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +11% cold Amulets can have magical properties. |
Blazeswift BlazeswiftPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% lightning Grants telepathy: Demon/Minor Demon/Major Light radius: +2 Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 Confusion immunity: +22% Rings can have magical properties. |
mule's copper ring of arcane power mule's copper ring of arcane powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Spellpower: +6 Rings can have magical properties. |
Flashpiety (33.5-50.25 power, 2 apr) Flashpiety (33.5-50.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +20 blight When wielded/worn: Changes resistances: +18% lightning Changes damage: +21% lightning Massive two-handed battleaxes. |
Umbral Razor (20-26 power, 10 apr) Umbral Razor (20-26 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 15% Mag, 35% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 65.08 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: 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! |
This item will automatically be transmogrified when you leave the level. elemental steel greatmaul of massacre (35.5-53.25 power, 2 apr)elemental steel greatmaul of massacre (35.5-53.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.5 - 53.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 15% fire / 17% cold / 16% lightning / 16% acid Massive two-handed maul. |
insidious steel greatmaul of evisceration (25-37.5 power, 2 apr) insidious steel greatmaul of evisceration (25-37.5 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +12 insidious poison When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. yew magestaff of wizardry (20-24 power, 4 apr, cold damage)yew magestaff of wizardry (20-24 power, 4 apr, cold damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +20% cold Talent granted: +1 Command Staff Maximum mana: +10.00 Spellpower: +14 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel waraxe of disruption (20-28 power, 4 apr)hateful dwarven-steel waraxe of disruption (20-28 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage when this weapon hits: +9 darkness Damage against: +10% Undead / +7% Construct / +11% Humanoid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. lightening cashmere cloak of the Shaloren (2 def, 0 armour)lightening cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Fatigue: -2% Changes stats: +2 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of stability (0 def, 4 armour)pair of dwarven-steel boots of stability (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +7 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fortifying steel plate armour of fire resistance (4 def, 9 armour) fortifying steel plate armour of fire resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +3 Str / +3 Con Changes resistances: +17% fire Maximum life: +44.00 A suit of armour made of metal plates. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
137 alchemist agate 137 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Gunyrand of kinetic psionic shield [power 25] (16/20 cooldown) Gunyrand of kinetic psionic shield [power 25] (16/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex Changes resistances: +3% physical It can be used to setup a psionic shield, reducing all physical and acid damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of thermal psionic shield [power 47] (16/20 cooldown) quiet steel torque of thermal psionic shield [power 47] (16/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 51] (16/20 cooldown) steel torque of thermal psionic shield [power 51] (16/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 51 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
webbed ash totem of cure poisons [power 2] (16/20 cooldown) webbed ash totem of cure poisons [power 2] (16/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +1 Lay Web It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
elm wand of illumination [power 5] (16/5 cooldown) elm wand of illumination [power 5] (16/5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to light the area (rad 5), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of detection [power 6] (16/20 cooldown) supercharged elm wand of detection [power 6] (16/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to detect the presence of creatures around you (rad 6), placing all other charms into a 20 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Yeektwohander the Yeek Berserker level 12
30th Dusk 122nd year of Ascendancy at 08:04 see stats
By Yeektwohander the Yeek Berserker level 18
47th Haze 122nd year of Ascendancy at 17:04 see stats
By Yeektwohander the Yeek Berserker level 22
24th Regrowth 123rd year of Ascendancy at 07:58 see stats
By Yeektwohander the Yeek Berserker level 18
44th Haze 122nd year of Ascendancy at 03:19 see stats
By Yeektwohander the Yeek Berserker level 10
2nd Dusk 122nd year of Ascendancy at 14:48 see stats
By Yeektwohander the Yeek Berserker level 20
3rd Allure 123rd year of Ascendancy at 23:55 see stats
By Yeektwohander the Yeek Berserker level 16
61st Dusk 122nd year of Ascendancy at 04:02 see stats
By Yeektwohander the Yeek Berserker level 10
7th Dusk 122nd year of Ascendancy at 01:24 see stats
By Yeektwohander the Yeek Berserker level 14
51st Dusk 122nd year of Ascendancy at 00:07 see stats
By Yeektwohander the Yeek Berserker level 18
42nd Haze 122nd year of Ascendancy at 17:26 see stats
Log
Bethatira the Guardian resists the mind attack!
Bethatira the Guardian resists the mind attack!
Bethatira the Guardian is stunned!
Yeektwohander hits Bethatira the Guardian for 128 physical, 16 mind, 5 physical, 6 lightning, 3 mind damage (total 156.78).
Bethatira the Guardian hits Yeektwohander for 3 physical, 4 light damage (total 5.22).
Yeektwohander deactivates Daunting Presence.
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits Yeektwohander for 78 fire damage.
Yeektwohander hits war hound for 4 physical, 3 lightning, 5 light damage (total 10.94).
War hound hits Yeektwohander for 57 physical damage.
Yeektwohander uses Sunder Armour.
Bethatira the Guardian resists the mind attack!
Bethatira the Guardian resists the mind attack!
Yeektwohander hits Bethatira the Guardian for 131 physical, 16 mind, 5 physical, 6 lightning, 3 mind damage (total 159.10).
Bethatira the Guardian hits Yeektwohander for 1 physical, 1 light damage (total 1.57).
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits Yeektwohander for 78 fire damage.
Ritch flamespitter killed Yeektwohander!
Yeektwohander hits war hound for 4 physical, 3 lightning, 5 light damage (total 10.94).
War hound hits Yeektwohander for 87 physical damage.
War hound killed Yeektwohander!
Yeektwohander the level 22 yeek berserker was flamed to death by a ritch flamespitter on level 1 of Ruined Dungeon.
Yeektwohander deactivates Blood Frenzy.
Yeektwohander has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...