Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 24 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by gladiator at level 6 on the 78th Pyre 122nd year of Ascendancy at 16:08 / 2Killed by elven guard at level 24 on the 16th Pyre 123rd year of Ascendancy at 21:54 |
| Antimagic | Follower |
Primary Stats
| Strength | 43.87297859166 (base 50) |
| Dexterity | 15 (base 11) |
| Constitution | 52.321833765346 (base 53) |
| Magic | 11 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -116/748 |
| Stamina | 164/229 |
| Healing Factor | 1.6544443826449 |
| Regeneration | 17.352961500344 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +77.777777777778% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32.1 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +15% |
| Physical | +24% |
| All | 0% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 31.2 (93.924050632911%) |
| Defense | 7.75 |
| Ranged Defense | 7.75 |
| Fatigue | 15 |
| Physical Save | 41.222728108317 |
| Spell Save | 45.95 |
| Mental Save | 47.966666666667 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 59%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 30%( 70%) |
| Mind | + 25%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 40% |
| Confusion Resistance | 33% |
| Stun Resistance | 83% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 18% for 5 turns. |
| 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 244 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 15% for 4 turns. |
Class Talents
| Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker |
| detrimental effect | The target is on fire, taking 45.08 fire damage per turn. Burning |
| detrimental effect | The target is infected by a disease, reducing its strength by 18 and doing 64.36 blight damage per turn. Weakness Disease |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
| beneficial effect | The target is recovering 6 life each turn and its healing modifier has been increased by 12%. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 13 and doing 47.19 blight damage per turn. Rotting Disease |
| detrimental effect | Reduces global action speed by 29% and all outgoing projectiles speed by 37%. Congeal Time |
| beneficial effect | You gain 11% resistance against lightning. Resolve |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +2. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 Possessed. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 53. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol 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 electric eel tail. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | pouch of steel shots of accuracy (20/20, 17.5-21 power, 2 apr) pouch of steel shots of accuracy (20/20, 17.5-21 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.5 - 21.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 Shots are used with slings to pummel your foes to death. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 19/35) : Effective talent level: 3.0 Power cost: 18 out of 19/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 60 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | voratun greatsword 'Serpentcut' (60.5-96.8 power, 4 apr) voratun greatsword 'Serpentcut' (60.5-96.8 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +25 mind When wielded/worn: Damage when the wearer is hit: 8 nature Changes resistances: +3% nature Changes damage: +9% nature 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 swords. |
| On hands | sand rough leather gloves of strength (+2) (0 def, 6 armour) sand rough leather gloves of strength (+2) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +6 Changes stats: +2 Str Damage when the wearer hits(melee): 6 physical Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +2 Str / +5 Wil / +4 Cun / +1 Con Changes resistances: +7% physical / +7% fire / +7% cold / +6% lightning / +7% acid Talent cooldown: Rush (-5 turns) Mental save: +10 Disarm immunity: +20% Stun/Freeze immunity: +27% Knockback immunity: +22% A suit of armour made of metal plates. |
| Cloak | restorative linen cloak of implacability (1 def, 0 armour) restorative linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +11% nature / +11% blight Physical save: +6 Mental save: +5 Life regen: +1.20 Only die when reaching: -50.00 life Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of healing clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Cut immunity: +40% Confusion immunity: +23% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 227) healing infusion of the psychic (heal 227)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 227 life. 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. |
healing infusion of the warrior (heal 158) healing infusion of the warrior (heal 158)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 158 life. 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. |
healing infusion of the wizard (heal 172) healing infusion of the wizard (heal 172)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 172 life. Its effects scale with your Magic 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. |
heroism infusion of the titan (+12 for 10 turns, die at -462) heroism infusion of the titan (+12 for 10 turns, die at -462)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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. Also while Heroism is active, you will only die when reaching -462 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
insidious poison infusion of the duelist (22 nature damage, 31% healing reduction) insidious poison infusion of the duelist (22 nature damage, 31% 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: 3.0 Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.96 nature damage per turns for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity 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. |
regeneration infusion (heal 277 over 5 turns) regeneration infusion (heal 277 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 277 life over 5 turns. 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. |
vision rune (radius 10; dur 16; see horror) vision rune (radius 10; dur 16; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 10) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% cold Allows you to breathe in: water Amulets can have magical properties. |
gold amulet of the fish gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% cold Allows you to breathe in: water Amulets can have magical properties. |
restful steel amulet of mastery (0.13 Technique / Superiority) restful steel amulet of mastery (0.13 Technique / Superiority)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Talent mastery: +0.13 Technique / Superiority Life regen: +1.70 Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
stabilizing gold amulet stabilizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% temporal Pinning immunity: +21% Knockback immunity: +27% Amulets can have magical properties. |
warrior's steel amulet warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
painweaver's gold ring of frost (+26%) painweaver's gold ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes resistances: +26% cold Changes damage: +13% cold / +5% all Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
savior's steel ring of clarity savior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +9 Mental save: +12 Confusion immunity: +20% Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
titan's copper ring of nature (+22%) titan's copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 Rings can have magical properties. |
Plaguewreck (57-85.5 power, 3 apr) Plaguewreck (57-85.5 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +12 mind Burst (radius 1) on hit: +8 nature When wielded/worn: Damage when the wearer hits(melee): 2 nature Changes resistances penetration: +5% nature / +5% temporal 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 maul. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
Myzilathel the Umbrabolt Myzilathel the UmbraboltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +10% darkness Changes damage: +6% darkness Physical save: +6 Mindpower: +3 A belt that goes around your waist. |
Betir (8 def, 0 armour) Betir (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 Defense: +8 Changes resistances: +4% physical Changes damage: +3% physical Physical save: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elekira the cashmere cloak (2 def, 0 armour) Elekira the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Cun / +2 Dex Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 8 mind Changes resistances penetration: +5% acid Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belemina the Blazefury (0 def, 5 armour) Belemina the Blazefury (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Damage when the wearer is hit: 20 mind / 4 fire Changes resistances penetration: +5% mind Maximum encumbrance: +31 Physical save: +13 A pair of boots made of leather. |
Manamarim the pair of drakeskin leather boots (0 def, 5 armour) Manamarim the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +1 Mag / +7 Lck Stealth bonus: +13 Maximum vim: +20.00 Spellpower: +6 Spell crit. chance: +2% A pair of boots made of leather. |
Mayulaith the pair of dwarven-steel boots (15 def, 4 armour) Mayulaith the pair of dwarven-steel boots (15 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 Fatigue: +3% Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 13 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shockclamor (0 def, 5 armour) Shockclamor (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 16 lightning Changes resistances: +10% fire / +10% cold / +9% lightning A pair of boots made of leather. |
grounding pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) grounding pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 Ranged Defense: +4 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Forestpassion the drakeskin leather gloves (0 def, 3 armour) Forestpassion the drakeskin leather gloves (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when the wearer hits(melee): 20 mind / 40 darkness Changes damage: +3% lightning Mental save: -7 Mindpower: +6 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 130.86 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour) storm rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 lightning Changes resistances: +5% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chamechik the dwarven-steel helm (0 def, 4 armour) Chamechik the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +8 Dex Damage when the wearer is hit: 16 mind Changes resistances: +3% acid Changes resistances penetration: +10% mind Changes damage: +3% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvakira (3 def, 0 armour) Yvakira (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Wil Physical save: +10 Mana each turn: +0.04 Mana when firing critical spell: +2.00 A pointy cloth hat, very wizardly... |
bladed rough leather cap of might (0 def, 1 armour) bladed rough leather cap of might (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 Armour: +1 Fatigue: +1% Changes stats: +5 Str / +3 Con Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 327.82 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
cashmere wizard hat 'Dimlady' (2 def, 0 armour) cashmere wizard hat 'Dimlady' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 4 darkness Damage when the wearer is hit: 4 darkness Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +15% darkness Changes damage: +3% darkness A pointy cloth hat, very wizardly... |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour) dwarven-steel mail armour of lightning resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes resistances: +18% lightning A suit of armour made of mail. |
voratun plate armour 'Brenuthel' (9 def, 34 armour) voratun plate armour 'Brenuthel' (9 def, 34 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +9 Fatigue: +26% Changes stats: +1 Dex / +2 Mag / +2 Wil / +1 Cun A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
agate 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. |
74 alchemist agate 74 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. |
2 aquamarine 2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Infernopassion' (dig speed 24 turns) dwarven-steel pickaxe 'Infernopassion' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +5 Str Changes resistances: +3% darkness / +5% arcane When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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 old Sher'tul places of power, any items dropped inside is 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. |
Liserada the pouch of stralite shots (20/20, 42-50.4 power, 5 apr) Liserada the pouch of stralite shots (20/20, 42-50.4 power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 Damage when this weapon hits(ranged): +14 darkness / +4 mind Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +4 mind Damage conversion: 30% mind Damage against: +6% Humanoid Shots are used with slings to pummel your foes to death. |
hateful steel torque of mindblast [power 141] (6 cooldown) hateful steel torque of mindblast [power 141] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 70-141), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (20 cooldown) steel torque of clear mind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of kinetic psionic shield [power 103] (25 cooldown) supercharged dwarven-steel torque of kinetic psionic shield [power 103] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 103 for 6 turns, placing all other charms into a 25 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of psychoportation [power 35] (45 cooldown) supercharged steel torque of psychoportation [power 35] (45 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 35), placing all other charms into a 45 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of thermal psionic shield [power 65] (29 cooldown) supercharged steel torque of thermal psionic shield [power 65] (29 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 65 for 6 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin [power 43] (20 cooldown) yew totem of thorny skin [power 43] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 6 turns increasing armour by 43 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
ametrine 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. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By headshot the Higher Berserker level 20
72nd Haze 122nd year of Ascendancy at 22:45 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By headshot the Higher Berserker level 10
9th Dusk 122nd year of Ascendancy at 19:59 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By headshot the Higher Berserker level 21
43rd Regrowth 123rd year of Ascendancy at 16:21 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By headshot the Higher Berserker level 9
4th Flare 122nd year of Ascendancy at 00:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By headshot the Higher Berserker level 18
36th Haze 122nd year of Ascendancy at 19:06 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By headshot the Higher Berserker level 20
72nd Haze 122nd year of Ascendancy at 22:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By headshot the Higher Berserker level 10
5th Dusk 122nd year of Ascendancy at 14:11 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By headshot the Higher Berserker level 20
71st Haze 122nd year of Ascendancy at 17:21 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By headshot the Higher Berserker level 13
24th Dusk 122nd year of Ascendancy at 22:59 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By headshot the Higher Berserker level 22
58th Regrowth 123rd year of Ascendancy at 22:51 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By headshot the Higher Berserker level 7
78th Pyre 122nd year of Ascendancy at 16:40 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By headshot the Higher Berserker level 20
72nd Haze 122nd year of Ascendancy at 22:45 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers compound.By headshot the Higher Berserker level 20
78th Haze 122nd year of Ascendancy at 09:42 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By headshot the Higher Berserker level 6
78th Pyre 122nd year of Ascendancy at 16:08 see stats
Log
Headshot is invigorated by the attack!
Headshot is invigorated by the attack!
Headshot deactivates Daunting Presence.
Rotting Disease from Emevea the elven cultist hits headshot for 23 blight damage.
Weakness Disease from Elven cultist hits headshot for 38 blight damage.
Burning from Elven blood mage hits headshot for 36 fire damage.
Elven blood mage casts Blood Grasp.
Elven blood mage's spell attains critical power!
Headshot is invigorated by the attack!
Elven blood mage drains life from headshot!
Elven blood mage receives 127 healing from headshot.
Elven blood mage's Blood Grasp hits headshot for 254 blight damage.
Emevea the elven cultist uses Dual Strike.
Headshot is invigorated by the attack!
Headshot is invigorated by the attack!
Headshot resists the stunning strike!
Headshot is invigorated by the attack!
Headshot is invigorated by the attack!
Headshot is invigorated by the attack!
Headshot is invigorated by the attack!
Headshot is invigorated by the attack!
Headshot is invigorated by the attack!
headshot HEALS from darkness damage!
headshot hits Emevea the elven cultist for 7 nature, 7 nature (14 total damage).
Emevea the elven cultist hits headshot for 10 physical, 4 cold, 22 darkness, 10 healing, 2 fire, 1 cold, 1 lightning, 1 acid, 6 physical, 22 darkness, 10 healing, 19 lightning (87 total damage) [21 healing].
Elven cultist casts Timeless.
Elven cultist has regained its confidence.
Elven cultist misses headshot.
Elven blood mage casts Timeless.
Saving game...
