







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Better Item Description 1.5.5This 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 Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 16 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Belerivena the dire wolf at level 16 on the 12nd Dusk 122nd year of Ascendancy at 08:37 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 43 (base 43) |
| Dexterity | 11 (base 11) |
| Constitution | 22 (base 22) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 21) |
| Cunning | 16 (base 10) |
Resources
| Life | -39/501 |
| Stamina | 165/165 |
| Healing Factor | 1.31375 |
| Regeneration | 45.206137499999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 29 |
| Crit Chance | 53% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +23% |
| Mind | +18% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Lightning | +10% |
| Fire | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 22.381474180285 (84.761904761905%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 19 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 56% |
| Poison Resistance | 20% |
| Stun Resistance | 77% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 160 life over 5 turns. Its effects scale with your Constitution 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 123 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 34%. Berserker Rage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 29 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 31.96 life per turn. Regeneration |
| beneficial effect | You gain 25% resistance against fire. 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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +4. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +1. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 bear paw. | 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 |
Equipment
| On feet | Berylalen the Lavaraven (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +9% temporal +9% blight +6% cold +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| On head | Forestbreacher the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% nature Melee Ret 4 darkness 8 nature On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +9% nature +6% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Mirespitter the iron torque of kinetic psionic shield [power 25] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +18% mind ----- def ----- Resists +6% mind Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) HP.reg +0.90 Stun/Frz- +21% Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | 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! |
| Main armor | iron mail armour 'Thunderdeath' (2 def, 4 armour)14.0 T1 heavy armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +3% nature +9% lightning Max.HP +45.00 HP.reg +1.30 Heal.mod +12% A suit of armour made of mail. |
| Light source | 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 (78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Around waist | Wildsever the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature Res.pen +10% light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Resists +3% nature Max.HP +30.00 A belt that goes around your waist. |
Inventory
wild infusion (resist 17%; cure mental, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 150 for 5 turns)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
steel battleaxe of erosion (126% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +10 temporal Massive two-handed battleaxes. |
balanced steel greatsword (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +42% Massive two-handed swords. |
steel greatsword of massacre (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 140% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
thought-forged steel greatsword of phasing (125% power, 9 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Psionic Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +3.0% Atk.spd 100% Phasing +16% Melee+ +12 mind On Hit: * 16% chance to cause random gloom While equipped: Stats +5 Cun +2 Wil Massive two-handed swords. |
chilling dwarven-steel longsword (129% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 cold Sharp, long, and deadly. |
flaming steel longsword of daylight (107% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 light Against +7% Undead On Hit.r1 +7 fire Sharp, long, and deadly. |
Xerunne the dwarven-steel mace (129% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 130% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +19 insidious poison While equipped: Stats +8 Wil ----- def ----- Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Resists +5% arcane Knockbk- +10% Blunt and deadly. |
acidic dwarven-steel mace of daylight (135% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 135% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 light +8 acid Against +7% Undead On Crit: * splashes the target with acid Blunt and deadly. |
horrifying vined mindstar (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 84% 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.) Dmg.mod +2% mind +2% darkness Melee Ret 2 mind 4 darkness 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. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Xiwen'4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: dps ---------- Dmg.mod +9% physical Res.pen +15% acid +14% physical ----- def ----- Armour +2 Resists +6% mind +6% acid Mind.save +12 (+6 eff.) Blind- +5% Pinning- +10% Slings are used to hurl stones or metal shots at your foes. |
Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 120% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+12 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
elm starstaff 'Xeradheda' (100% power, 2 apr, physical element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +5.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% physical Acc +4 (+2 eff.) On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+6 eff.) Resists +6% nature +12% fire Die.at -80.00 life ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 33.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of massacre (120% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Voryba the Unlightraptor (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+2 eff.) Resists +18% darkness +12% lightning Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of battle (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue -3% Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of protection (3 def, 3 armour)2.0 T2 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Phys.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fuladig the Shadespar (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% darkness ----- def ----- Armour +6 Fatigue +1% Resists +12% darkness ---------- misc Light +1 Infravis +1 A pair of boots made of leather. |
pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.80 Max.stam +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Mind.save +12 (+6 eff.) Max.HP +41.00 HP.reg +1.00 Heal.mod +10% A suit of armour made of mail. |
rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
cleansing iron plate armour of clarity (3 def, 7 armour)17.0 T1 massive armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +20% Resists +10% blight +12% nature +5% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
dwarven-steel shield (8 def, 2 armour, 79 block)7.0 T3 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +8 (+8 eff.) Rng.Def +8 (+8 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
icy steel shield of cold resistance (+17%) (6 def, 2 armour, 44 block)7.0 T2 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +17% cold ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 39 block)7.0 T2 shield armor [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
hateful pouch of steel shots of accuracy (17/17, 122% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master/Psionic Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 17 Ranged+ +9 darkness Against +7% Living Shots are used with slings to pummel your foes to death. |
supercharged ash totem of thorny skin [power 33] (26 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 26 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
7 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. |
7 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. |
3 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! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Always Angry the Cornac Berserker level 14
1st Dusk 122nd year of Ascendancy at 03:17 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Always Angry the Cornac Berserker level 14
5th Flare 122nd year of Ascendancy at 01:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Always Angry the Cornac Berserker level 10
4th Mirth 122nd year of Ascendancy at 08:12 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Always Angry the Cornac Berserker level 13
10th Mirth 122nd year of Ascendancy at 01:43 see stats
Log
Belerivena the dire wolf summons a War Hound!
Ritch flamespitter spits flames!
Always Angry is invigorated by the attack!
Ritch flamespitter hits Always Angry for 71 fire damage.
Belerivena the dire wolf activates his slippery armour!
Belerivena the dire wolf hurls lightning at Always Angry!
Always Angry is invigorated by the attack!
Always Angry is recovering from the damage!
Belerivena the dire wolf hits Always Angry for 71 lightning damage.
Always Angry hits War hound for 16 lightning, 10 nature, 4 darkness (30 total damage).
War hound hits Always Angry for 70 physical damage.
Ritch flamespitter spits flames!
Always Angry is invigorated by the attack!
Ritch flamespitter hits Always Angry for 71 fire damage.
Always Angry receives 38 healing.
Always Angry uses Infusion: Regeneration.
Always Angry starts regenerating health quickly.
War hound hits Always Angry for 71 physical damage.
Always Angry hits War hound for 16 lightning, 10 nature, 4 darkness (30 total damage).
Ritch flamespitter spits flames!
Always Angry is invigorated by the attack!
Ritch flamespitter hits Always Angry for 53 fire damage.
Always Angry receives 38 healing.
War hound hits Always Angry for 72 physical damage.
Always Angry hits War hound for 16 lightning, 10 nature, 4 darkness (30 total damage).
Belerivena the dire wolf activates his slippery armour!
Belerivena the dire wolf hurls lightning at Always Angry!
Saving game...




















































































