











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select Last Escort 1.7.4A very superficial fork to Effigy's "Select First Escort" (which is brilliant ngl) to flip it around so you control the ninth and final escort rather than the first. Makes it feel more like a veto on a string of bad luck rather than something you know you can/should build around early. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 38 / 47% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nugabeth the giant brown ant at level 14 on the 17th Profit 122nd year of Ascendancy at 19:10 0 / 8Killed by Bethydann the white ooze at level 24 on the 16th Dearth 122nd year of Ascendancy at 05:42 Killed by Malevolent Dimensional Jelly at level 25 on the 16th Dearth 122nd year of Ascendancy at 14:37 Killed by Chanting Necromancer at level 25 on the 28th Dearth 122nd year of Ascendancy at 23:38 Killed by Xanibrevena the dreaming horror at level 34 on the 26th Steel 123rd year of Ascendancy at 01:51 Killed by Adanor the barrow wight at level 35 on the 27th Steel 123rd year of Ascendancy at 15:09 Killed by Elerikira the bandit lord at level 36 on the 31st Steel 123rd year of Ascendancy at 13:41 Killed by Zubotta the skeleton warrior at level 38 on the 41st Steel 123rd year of Ascendancy at 17:09 |
| Antimagic | Follower |
Primary Stats
| Strength | 126 (base 60) |
| Dexterity | 49 (base 41) |
| Constitution | 39 (base 31) |
| Magic | 15 (base 10) |
| Willpower | 54 (base 12) |
| Cunning | 53 (base 29) |
Resources
| Life | -163/1468 |
| Psi | 108/144 |
| Stamina | 84/321 |
| Equilibrium | 30 |
| Healing Factor | 1.3262543368031 |
| Regeneration | 9.8805948091829 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.4424906541753E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 34.470023594311 |
| See Invisible | 34.470023594311 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 212 |
| Accuracy | 54 |
| Crit Chance | 40% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Fire | +13% |
| Nature | +25% |
| Physical | +11% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| All | +8% |
| Blight | +13% |
| Physical | +18% |
| Mind | +33% |
| Nature | +78% |
Defense: Base
| Armour (hardiness) | 39.08934837382 (81.151787968034%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 51 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 9%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 16%( 70%) |
| Physical | + 17%( 70%) |
| Fire | + 44%( 70%) |
| Mind | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 99% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 620 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 300 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 778% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
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 Willpower by +5. | done |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by SHORT AND ANGRY. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by multi-hued drake hatchling. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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: 374. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
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 | Poressra (25 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +25 (+8 eff.) Fatigue +3% Crit.chn- 10.00% Cut- +20% ---------- 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. |
| Light source | Shocktreason the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Mag +9 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Dmg.mod +7% mind Res.pen +5% blight +8% all Apr +8 ----- def ----- Resists +6% lightning ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gorepride the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +7 Str dps ---------- Phys.crit +4.0% Phys.pwr +30 (+6 eff.) Res.pen +20% nature Acc +6 (+2 eff.) Apr +2 On Hit (Melee): * 20% chance to slow global speed by 54% On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Phys.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tempesttide [power 182] (3/13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +10 (+3 eff.) Mind.save +3 (+1 eff.) Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to heal for 31. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Velytira'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +13% fire Acc +10 (+3 eff.) ----- def ----- Defense +20 (+7 eff.) Resists +3% lightning +26% fire HP.reg +3.00 Confus- +20% Stun/Frz- +26% Rings make your fingers look great! |
| On fingers | steel ring 'Belivea'0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +14% mind ----- def ----- Resists +14% mind +9% fire +12% light +4% physical Spell.save +12 (+4 eff.) Max.HP +60.00 Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Ichorscar'1.0 T3 belt armor [Random Unique] Master While equipped: Stats +5 Dex +6 Wil +9 Cun dps ---------- Phys.crit +7.0% Mind.crit +10% Dmg.mod +8% physical Res.pen +10% physical +25% nature +10% mind Against +22% Summoned Melee Ret 2 mind ----- def ----- D.Red.from +22% Summoned A belt that goes around your waist. |
| In main hand | Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 126 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 143.00 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | steel plate armour 'Bregodunagar' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +9 Fatigue +22% Resists +10% acid +7% physical +5% lightning +7% fire +3% mind +5% cold Max.HP +35.00 HP.reg +4.20 Heal.mod +11% Disarm- +21% Stun/Frz- +23% Knockbk- +24% ---------- misc Stam/turn +0.70 Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | linen cloak 'Elann' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +3% physical ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +3% physical Max.HP +31.00 Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 583%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 996%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 996% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 545; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 545 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 488; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 43%; mental; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (366.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 366.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +24% Amulets make your neck look great! |
Emelakira0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +9% nature Max.HP +60.00 Disease- +20% Cut- +20% Disarm- +10% Pinning- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Isoramira0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +5 Wil +10 Cun dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +12% fire Acc +6 (+2 eff.) ----- def ----- Resists +6% lightning +24% fire +6% cold Spell.save +3 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Mind.save +6 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
quick stralite greatmaul of rage (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Master Power 56.0 - 84.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex dps ---------- Phys.spd +10% Dmg.mod +14% physical Acc +38 (+10 eff.) Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword of massacre (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
truestriking stralite greatsword of shearing (48-77 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +19% physical +13% all Acc +36 (+10 eff.) Apr +23 Massive two-handed swords. |
Blindsever (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +18% darkness Res.pen +15% darkness +20% blight Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +14% mind Mind.save +19 (+6 eff.) ---------- misc Psi/turn +0.90 Psi/ret +0.12 Max.hate +6.00 Max.psi +34.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Gunatotir the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +3% acid Mind.save +6 (+2 eff.) Max.HP +50.00 Poison- +10% Cut- +20% Stun/Frz- +20% A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
monstrous hardened leather belt of life1.0 T3 belt armor [Ego+] Nature While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Phys.save +8 (+3 eff.) HP.reg +1.10 Heal.mod +15% ---------- misc Size +1 A belt that goes around your waist. |
Eilinyrathra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% mind Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+1 eff.) Spell.save +12 (+4 eff.) Max.HP +20.00 Poison- +10% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- 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. |
linen cloak 'Blastquick' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% blight Melee Ret 6 lightning ----- def ----- Defense +7 (+2 eff.) Resists +6% blight Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belethad (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +1% physical +6% fire +3% mind +6% cold Phys.save +3 (+1 eff.) Disease- +20% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots 'Rimepanic' (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +15 (+3 eff.) Dmg.mod +6% cold ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% lightning +6% temporal A pair of boots made of leather. |
Grinirand (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +12% mind Res.pen +10% physical Acc +10 (+3 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.80 Equi/ret +1.10 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
cleansing iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +10% blight A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire HP.reg +2.60 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
steel mail armour 'Layura' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +33% cold +6% mind +3% light Mind.save +12 (+4 eff.) Blind- +20% Silence- +10% Stun/Frz- +10% A suit of armour made of mail. |
stralite mail armour 'Dairychik' (24 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee Ret 6 arcane ----- def ----- Armour +14 Defense +24 (+8 eff.) Fatigue +12% Resists +8% arcane +3% acid Spell.save +25 (+8 eff.) Mind.save +6 (+2 eff.) Pinning- +20% A suit of armour made of mail. |
dwarven-steel shield 'Sunclash' (0 def, 12 armour, 153 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Mag +7 Cun +9 Con dps ---------- Dmg.mod +9% arcane Res.pen +25% fire ----- def ----- Armour +12 Fatigue +8% Resists +9% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
755 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Khelumas the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +6% nature Phys.save +5 (+2 eff.) HP.reg +2.00 Heal.mod +11% ---------- misc Psi/ret +0.04 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
elm totem of healing [power 110] (3/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
ash wand of lightning storm 'Woetitan' [power 206] (3/13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% darkness Melee Ret 10 darkness ----- def ----- Resists +12% fire ---------- misc Equi/ret +0.20 Psi/ret +0.12 Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By SHORT AND ANGRY the Dwarf Berserker level 25
23rd Dearth 122nd year of Ascendancy at 12:34 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By SHORT AND ANGRY the Dwarf Berserker level 30
29th Shortage 122nd year of Ascendancy at 04:52 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By SHORT AND ANGRY the Dwarf Berserker level 34
7th Steel 123rd year of Ascendancy at 11:34 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By SHORT AND ANGRY the Dwarf Berserker level 24
16th Dearth 122nd year of Ascendancy at 01:07 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SHORT AND ANGRY the Dwarf Berserker level 36
34th Steel 123rd year of Ascendancy at 00:10 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By SHORT AND ANGRY the Dwarf Berserker level 33
24th Iron 123rd year of Ascendancy at 08:14 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SHORT AND ANGRY the Dwarf Berserker level 33
24th Iron 123rd year of Ascendancy at 12:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SHORT AND ANGRY the Dwarf Berserker level 10
30th Voratun 122nd year of Ascendancy at 12:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SHORT AND ANGRY the Dwarf Berserker level 20
5th Wealth 122nd year of Ascendancy at 22:14 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By SHORT AND ANGRY the Dwarf Berserker level 30
45th Dearth 122nd year of Ascendancy at 14:34 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By SHORT AND ANGRY the Dwarf Berserker level 34
21st Steel 123rd year of Ascendancy at 07:26 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By SHORT AND ANGRY the Dwarf Berserker level 30
26th Shortage 122nd year of Ascendancy at 20:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By SHORT AND ANGRY the Dwarf Berserker level 17
31st Profit 122nd year of Ascendancy at 23:52 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By SHORT AND ANGRY the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 08:02 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By SHORT AND ANGRY the Dwarf Berserker level 26
40th Dearth 122nd year of Ascendancy at 12:28 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SHORT AND ANGRY the Dwarf Berserker level 10
31st Voratun 122nd year of Ascendancy at 18:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By SHORT AND ANGRY the Dwarf Berserker level 18
38th Profit 122nd year of Ascendancy at 00:28 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SHORT AND ANGRY the Dwarf Berserker level 23
12nd Dearth 122nd year of Ascendancy at 15:31 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SHORT AND ANGRY the Dwarf Berserker level 15
27th Profit 122nd year of Ascendancy at 00:58 see stats
Log
Imploding (slow) from Zubotta the skeleton warrior hits SHORT AND ANGRY for 100 physical damage.
Zubotta the skeleton warrior uses Telekinetic Smash.
SHORT AND ANGRY attunes to the damage.
Zubotta the skeleton warrior performs a melee critical strike against SHORT AND ANGRY!
SHORT AND ANGRY is recovering from the damage!
Zubotta the skeleton warrior hits SHORT AND ANGRY for 104 physical, (13 antimagic), 0 blight, 19 physical, 78 physical, 20 physical, 76 physical, 189 physical, 21 physical, (16 antimagic), 0 acid (506 total damage).
Melee retaliation hits Zubotta the skeleton warrior for 2 mind, 1 mind, 2 mind (5 total damage).
Zubotta the skeleton warrior's Beyond the Flesh performs a melee critical strike against SHORT AND ANGRY!
SHORT AND ANGRY is not disabled anymore.
Talent Infusion: Movement is ready to use.
Zubotta the skeleton warrior's Beyond the Flesh hits SHORT AND ANGRY for 131 physical, 22 physical (153 total damage).
Imploding (slow) from Zubotta the skeleton warrior hits SHORT AND ANGRY for 124 physical damage.
Melee retaliation hits Zubotta the skeleton warrior for 2 mind damage.
Zubotta the skeleton warrior uses Dual Strike.
SHORT AND ANGRY resists the stunning strike!
SHORT AND ANGRY instinctively hardens his skin and ignores the attack!
SHORT AND ANGRY repels an attack from Zubotta the skeleton warrior.
Zubotta the skeleton warrior hits SHORT AND ANGRY for 66 physical, 23 physical, 106 physical (196 total damage).
Melee retaliation hits Zubotta the skeleton warrior for 2 mind damage.
Zubotta the skeleton warrior uses Skullcracker.
Zubotta the skeleton warrior performs a melee critical strike against SHORT AND ANGRY!
SHORT AND ANGRY resists the headblow!
Zubotta the skeleton warrior hits SHORT AND ANGRY for 89 physical, 24 physical (113 total damage).
Melee retaliation hits Zubotta the skeleton warrior for 2 mind damage.
Zubotta the skeleton warrior has regained its confidence.
Zubotta the skeleton warrior's spell attains critical power!
Zubotta the skeleton warrior's Beyond the Flesh hits SHORT AND ANGRY for 169 physical damage.
Melee retaliation hits Zubotta the skeleton warrior for 1 mind damage.
SHORT AND ANGRY the level 38 dwarf berserker was chopped into tiny pieces to death by Zubotta the skeleton warrior on level 8 of Dreadfell.
SHORT AND ANGRY's rage subsides!
















































































































