











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 28 / 19% |
Size | big |
Lifes / Deaths | Killed by onilug at level 28 on the 10th Profit 123rd year of Ascendancy at 07:07 / 1 |
Primary Stats
Strength | 111 (base 55) |
Dexterity | 10 (base 11) |
Constitution | 60 (base 51) |
Magic | 12 (base 13) |
Willpower | 37 (base 16) |
Cunning | 22 (base 10) |
Resources
Life | -209/1075 |
Stamina | 12/278 |
Healing Factor | 1.3300507772247 |
Regeneration | 4.8780237065824 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
Offense: Mainhand
Damage | 192 |
Accuracy | 42 |
Crit Chance | 27% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Darkness | +12% |
Mind | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Physical | +10% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 37.08934837382 (81.151787968034%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 42 |
Mental Save | 45 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 70%( 70%) |
All | + 15%( 70%) |
Darkness | + 35%( 70%) |
Light | + 35%( 70%) |
Temporal | + 35%( 70%) |
Physical | + 22%( 70%) |
Lightning | + 34%( 70%) |
Fire | + 34%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Pinning Resistance | 10% |
Knockback Resistance | 26% |
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 477 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 38% for 2 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: 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 603% 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. |
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 609% 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 Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 Horned Horror. * 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 9. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed minotaur nose. * You've found the needed red crystal shard. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +7% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +1 Dex ----- def ----- Resists +5% arcane +12% cold Max.HP +40.00 ---------- 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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind +3% acid Res.pen +15% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +4 Fatigue +4% Resists +13% acid +9% lightning +9% blight +7% cold +10% nature +8% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Cun dps ---------- Res.pen +15% darkness +10% acid Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Resists +18% acid +12% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Phys.crit +3.0% Phys.pwr +8 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +4 Defense +4 (+4 eff.) Mind.save +10 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.76 cold and 12.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +2 Resists +5% lightning +9% temporal +3% nature +12% cold A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 54.5 - 87.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness ----- def ----- Armour +6 Resists +15% cold +3% light +6% temporal Mind.save +8 (+3 eff.) Max.HP +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +8% acid +8% physical +3% light +9% temporal +8% cold +8% lightning +7% fire Mind.save +6 (+2 eff.) Die.at -80.00 life Max.HP +40.00 Disarm- +24% Pinning- +10% Stun/Frz- +45% Knockbk- +26% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Melee Ret 2 nature ----- def ----- Defense +7 (+7 eff.) Resists +6% light +6% acid Phys.save +5 (+2 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 | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +11% darkness Blind- +21% Amulets make your neck look great! |
Inventory
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +15% fire Res.pen +25% lightning Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +30% fire +6% mind +3% cold Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Phasing +20% On Crit.r2 +8 physical On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +19% acid Res.pen +13% acid +10% cold ----- def ----- Armour +8 Resists +2% physical +15% fire ---------- misc Stam/turn +3.00 Max.stam +20.00 Massive two-handed mauls. |
![]() 3.0 T2 longsword 1H weapon [Rare] Nature Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Mind.crit +5% Mind.pwr +15 (+8 eff.) Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +5% arcane Mind.save +9 (+3 eff.) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Nature Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +15% fire Res.pen +20% fire Melee Ret 8 light ----- def ----- Resists +6% light ---------- misc See.Invis +6 Sharp, long, and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 nature On Hit: 10% Arcane Vortex 2 On Hit: * 10% chance to slow global speed by 48% While equipped: Stats +3 Str +1 Dex +3 Mag +4 Con dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +8% arcane ----- def ----- Resists +12% cold ---------- misc Infravis +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Crit.mult +20.00% Spell.pwr +9 (+2 eff.) Dmg.mod +15% blight +20% fire Res.pen +5% light ----- def ----- Armour +7 Hardiness +5% Phys.save +5 (+2 eff.) ---------- misc Vim/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 nature On Hit.r1 +20 nature On Hit: * 20% chance to slow global speed by 48% While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +11% acid +18% lightning +12% cold +12% fire +4% all Spell.save +8 (+2 eff.) One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +12% darkness Res.pen +20% darkness Melee Ret 2 acid 4 darkness On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Resists +6% acid +8% fire +8% cold A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+2 eff.) Resists +16% darkness +13% temporal Spell.save +7 (+2 eff.) Def/telep +15 Res/telep +12% Dur/telep +15% ---------- misc Max.mana +43.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +11 (+10 eff.) Fatigue +12% Resists +13% light +12% darkness Mind.save +11 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +11 Defense +14 (+11 eff.) Fatigue +8% Resists +12% light +12% darkness Mind.save +13 (+5 eff.) A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +2 Con dps ---------- Apr +4 On Melee Ret: * 14% chance to reduce armor by 14% ----- def ----- Armour +4 Fatigue +8% Resists +13% acid Phys.save +15 (+5 eff.) ---------- misc Stam/turn +3.00 Max.hate +4.00 Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +11 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +8.0% Capacity 17 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 206 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Mortain the Dwarf Berserker level 18
30th Wealth 122nd year of Ascendancy at 10:23 see stats
By Mortain the Dwarf Berserker level 24
27th Shortage 122nd year of Ascendancy at 06:11 see stats
By Mortain the Dwarf Berserker level 19
7th Dearth 122nd year of Ascendancy at 08:10 see stats
By Mortain the Dwarf Berserker level 25
30th Shortage 122nd year of Ascendancy at 04:18 see stats
By Mortain the Dwarf Berserker level 27
33rd Stralite 123rd year of Ascendancy at 20:05 see stats
By Mortain the Dwarf Berserker level 10
2nd Profit 122nd year of Ascendancy at 12:20 see stats
By Mortain the Dwarf Berserker level 20
8th Dearth 122nd year of Ascendancy at 14:07 see stats
By Mortain the Dwarf Berserker level 24
17th Shortage 122nd year of Ascendancy at 04:46 see stats
By Mortain the Dwarf Berserker level 20
30th Dearth 122nd year of Ascendancy at 22:23 see stats
By Mortain the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 21:13 see stats
By Mortain the Dwarf Berserker level 27
33rd Stralite 123rd year of Ascendancy at 11:48 see stats
By Mortain the Dwarf Berserker level 13
38th Profit 122nd year of Ascendancy at 15:22 see stats
By Mortain the Dwarf Berserker level 22
42nd Dearth 122nd year of Ascendancy at 06:23 see stats
By Mortain the Dwarf Berserker level 18
20th Wealth 122nd year of Ascendancy at 10:22 see stats
By Mortain the Dwarf Berserker level 22
41st Dearth 122nd year of Ascendancy at 11:05 see stats
By Mortain the Dwarf Berserker level 17
8th Wealth 122nd year of Ascendancy at 17:54 see stats
Log
Mortain uses Death Dance.
Mortain misses Something.
Mortain misses Something.
Mortain is unstoppable!
Something hits Mortain for (113 refused), 0 physical, (27 refused), 0 physical (0 total damage).
Mortain is unstoppable!
Porymira the orc grand master assassin's Beyond the Flesh hits Mortain for (112 refused), 0 physical, (27 refused), 0 physical (0 total damage).
Something performs a melee critical strike against Mortain!
Mortain has been dominated!
Mortain is unstoppable!
Something hits Mortain for (52 refused), 0 blight (0 total damage).
Something hits Mortain for (115 refused), 0 physical, (5 refused), 0 darkness, 0 arcane, (74 refused), 0 physical, (5 refused), 0 darkness, 0 arcane (0 total damage).
Mortain is unstoppable!
Deadly Poison from Porymira the orc grand master assassin hits Mortain for (154 refused), 0 nature (0 total damage).
Mortain uses Resilience of the Dwarves.
Mortain's skin turns to stone.
Mortain uses Infusion: Wild.
Mortain is not disabled anymore.
Mortain is cured!
Mortain lessens the pain.
Mortain misses Something.
Porymira the orc grand master assassin's Beyond the Flesh hits Mortain for 71 physical, 21 physical (92 total damage).
Something performs a melee critical strike against Mortain!
Mortain instinctively hardens his skin and ignores the attack!
Mortain repels an attack from Something.
Something hits Mortain for 37 blight damage.
Something hits Mortain for 78 physical, 3 darkness, 0 arcane (82 total damage).
Mortain the level 28 dwarf berserker was poxed to death by an onilug on level 1 of Ruined Dungeon.