









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.5.9Official 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 | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Berserker |
| Level / Exp | 16 / 67% |
| Size | small |
| Lifes / Deaths | Killed by Beleda the assassin at level 16 on the 31st Haze 122nd year of Ascendancy at 10:16 / 1 |
Primary Stats
| Strength | 45 (base 43) |
| Dexterity | 44 (base 31) |
| Constitution | 17 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -43/524 |
| Stamina | 45/186 |
| Healing Factor | 1.3061497326203 |
| Regeneration | 11.02586277779 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +93.457943925234% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 28.599459836163 |
| See Invisible | 45.599459836163 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 56 |
| Crit Chance | 32% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Light | +6% |
| Nature | +4% |
Defense: Base
| Armour (hardiness) | 40.723073231957 (93.924050632911%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 21 |
| Physical Save | 21 |
| Spell Save | 11 |
| Mental Save | 20 |
Defense: Resistances
| Physical | + 5%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Confusion Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 218 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | Reduces global action speed by 7%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 33.86 physical damage per turn. Bleeding |
| beneficial effect | The thrill of combat improves the target's maximum life by 8%, life regeneration by 8.19, and stamina regeneration by 1.64. Bloodbath |
| detrimental effect | The target is poisoned, taking 125.19 nature damage per turn. Poison |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 7 defense. Evasion |
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 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 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 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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. 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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * You've found the needed green worm. | 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 | insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% cold +7% fire ---------- misc Stam/turn +0.30 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Radiancelore'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% light Max.HP +41.00 ---------- misc Light +2 See.Invis +15 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 | miner's dwarven-steel helm of strength (+5) (0 def, 5 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
| On fingers | marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +26% Rings can have magical properties. |
| Around waist | Xovea the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +3 Wil ----- def ----- Resists +5% lightning +6% temporal ---------- misc Max.psi +50.00 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
| In main hand | dwarven-steel greatsword of crippling (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Massive two-handed swords. |
| On hands | naturalist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 nature Dmg.mod +4% nature Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +7% nature Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 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 | warrior's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Inventory
heroism infusion of the sneak (+7 for 8 turns, die at -242)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -242 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insulating steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% cold +10% fire Amulets can have magical properties. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. 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! |
ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
gifted vined mindstar of the jelly (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 82% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 89% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) ----- def ----- Spell.save +17 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots of uncanny dodging (2 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+6 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
polar iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets of dexterity (+2) (0 def, 6 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Acc +12 (+4 eff.) ----- def ----- Armour +6 Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
insulating dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +5% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +11% nature +11% blight A suit of armour made of mail. |
Cyruma (12 def, 22 armour)17.0 T5 massive armor Reqs Str 60 [Random Unique] Arcane/Master While equipped: Stats +7 Con dps ---------- Phys.pwr +4 (+1 eff.) Apr +1 Melee Ret 28 physical ----- def ----- Armour +22 Defense +12 (+6 eff.) Rng.Def +3 (+1 eff.) Fatigue +32% Resists +28% acid +15% fire -16% light +9% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+7 eff.) Mind.save +8 (+4 eff.) A suit of armour made of metal plates. |
impenetrable steel plate armour of stability (4 def, 16 armour)17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +22% Resists +6% physical Phys.save +13 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour of resilience (3 def, 7 armour)17.0 T1 massive armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Max.HP +26.00 A suit of armour made of metal plates. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged steel torque of kinetic psionic shield [power 61] (24 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 61 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dobjed the Halfling Berserker level 13
79th Dusk 122nd year of Ascendancy at 19:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Dobjed the Halfling Berserker level 16
30th Haze 122nd year of Ascendancy at 22:34 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dobjed the Halfling Berserker level 10
7th Dusk 122nd year of Ascendancy at 09:26 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Dobjed the Halfling Berserker level 12
48th Dusk 122nd year of Ascendancy at 16:33 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dobjed the Halfling Berserker level 7
7th Mirth 122nd year of Ascendancy at 12:43 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Dobjed the Halfling Berserker level 9
4th Dusk 122nd year of Ascendancy at 22:48 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dobjed the Halfling Berserker level 16
27th Haze 122nd year of Ascendancy at 10:33 see stats
Log
Beleda the assassin hits Dobjed for 12 nature, 9 nature (21 total damage).
Poison from Beleda the assassin hits Dobjed for 28 nature damage.
Dobjed receives 33 healing.
Bleeding from Mayebeth the white jelly hits Dobjed for 15 physical damage.
Beleda the assassin is not crippled anymore.
Beleda the assassin shares damage with his oozes!
Dobjed hits Mayebeth the white jelly for 12 blight, 12 blight (24 total damage).
Bleeding from Dobjed hits Beleda the assassin for 3 physical damage.
Mayebeth the white jelly hits Dobjed for 40 physical, 3 acid, 24 physical, 3 acid (71 total damage).
Dobjed rushes out!
Dobjed has finished recovering.
Poison from Beleda the assassin hits Dobjed for 29 nature damage.
Bleeding from Mayebeth the white jelly hits Dobjed for 19 physical damage.
Beleda the assassin uses Highborn's Bloom.
Beleda the assassin shares damage with his oozes!
Dobjed hits Mayebeth the white jelly for 12 blight, 12 blight (24 total damage).
Bleeding from Dobjed hits Beleda the assassin for 3 physical damage.
Mayebeth the white jelly hits Dobjed for 36 physical, 3 acid, 18 physical, 3 acid (60 total damage).
Dobjed rushes out!
Talent Stunning Blow is ready to use.
Poison from Beleda the assassin hits Dobjed for 35 nature damage.
Bleeding from Mayebeth the white jelly hits Dobjed for 20 physical damage.
Beleda the assassin is not stunned anymore.
Beleda the assassin shares damage with his oozes!
Bleeding from Dobjed hits Beleda the assassin for 3 physical damage.
Dobjed tries to evade attacks.
Saving game...



















































































