










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 18 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 34th Dusk 122nd year of Ascendancy at 16:30 / 1 |
Primary Stats
| Strength | 49 (base 42) |
| Dexterity | 31 (base 22) |
| Constitution | 35 (base 29) |
| Magic | 11 (base 10) |
| Willpower | 23 (base 13) |
| Cunning | 21 (base 10) |
Resources
| Life | -9/613 |
| Stamina | 146/163 |
| Healing Factor | 0.7410349373764 |
| Regeneration | 62.605268916076 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 8 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 41 |
| Crit Chance | 13% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +6% |
| Physical | +15% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Mind | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21.883307766991 (81.030927835052%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 19 |
| Physical Save | 33 |
| Spell Save | 45 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 11%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 11%( 70%) |
| Mind | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| detrimental effect | The target is poisoned, taking 57.49 nature damage per turn. Healing received is reduced by 59%. Damage dealt is reduced by 16%. Deadly Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 39.04 life per turn. Regeneration |
| beneficial effect | The target has 29 increased life regeneration. Recovery |
| beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 4.15, and stamina regeneration by 0.83. Bloodbath |
| detrimental effect | The target has been splashed with acid, taking 17.60 acid damage per turn, reducing armour by 11 and attack by 11. Acid Splash |
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 |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved spell save by +4. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of the savior. 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Rimehue the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal / +3% acid Changes resistances penetration: +5% cold Changes damage: +3% acid Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | dwarven-steel helm 'Coalsweeper' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes stats: +3 Str / +3 Con Changes resistances: +9% darkness / +3% lightning Changes resistances penetration: +20% mind Changes damage: +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 7/25) : Effective talent level: 3.0 Power cost: 20 out of 7/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | solipsist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Stun/Freeze immunity: +22% Life regen: +2.00 Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +20% Infravision radius: +3 See stealth: +8 See invisible: +11 Rings can have magical properties. |
| Around waist | rough leather belt 'Aeronn'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +3% light / +9% mind / +3% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 4/20) : Effective talent level: 2.6 Power cost: 20 out of 4/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 13 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! |
| On hands | Bethiwe (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Damage when hit (Melee): 6 mind Changes stats: +1 Cun Changes resistances: +5% fire Changes damage: +4% fire Critical mult.: +10.00% Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Ce'Neth (4 def, 14 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical power: +25 (+7 eff.) Armour: +14 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +9% mind / +24% cold Changes resistances penetration: +5% mind Mental save: +16 (+5 eff.) Life regen: +5.00 Maximum life: +56.00 Mindpower: +15 (+6 eff.) Healing mod.: +15% A suit of armour made of mail. |
| Cloak | Sparkripper the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 lightning Changes stats: +1 Str / +3 Dex / +2 Cun / +1 Con Changes resistances: +6% lightning Changes damage: +12% fire Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Ulirek'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% mind Changes damage: +15% physical Physical save: +17 (+8 eff.) Spell save: +13 (+4 eff.) Mental save: +16 (+5 eff.) Stamina each turn: +3.00 Maximum hate: +4.00 Amulets can have magical properties. |
Inventory
wild infusion of the psychic (res 23%; physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
starlit copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +23% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
mule's copper ring of arcana (+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Silence immunity: +24% Mana each turn: +0.11 Rings can have magical properties. |
steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
dwarven-steel battleaxe 'Kindleobsidian' (34-51 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 50% Damage (Melee): +4 fire Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Effects on melee hit: * 20% chance to slow global speed by 50% Damage when hit (Melee): 6 fire Changes resistances penetration: +12% all Changes damage: +9% nature / +6% fire Massive two-handed battleaxes. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
arcing iron greatmaul of paradox (18-27 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed mauls. |
Ce'Nysetha (69.5-111.2 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 69.5 - 111.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 15% Damage (Melee): +4 acid / +19 darkness Damage (radius 2) on crit: +16 arcane Damage against: +23% Living When wielded/worn: Changes resistances: +6% acid Massive two-handed swords. |
iron greatsword (17.5-28 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +7 (+2 eff.) Mental 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. |
pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str 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. |
Beluvea the iron helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +1 Con Physical save: +12 (+6 eff.) Maximum life: +20.00 Infravision radius: +1 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +10% light / +11% darkness A cap made of leather. |
Suntouch the dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +1 Str / +3 Mag / +5 Wil Changes resistances: +12% blight / +13% nature / +9% light See invisible: +6 A suit of armour made of metal plates. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Abysswrither (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 fire Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances penetration: +5% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Ghuuu the Higher Berserker level 18
18th Dusk 122nd year of Ascendancy at 22:48 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ghuuu the Higher Berserker level 10
6th Mirth 122nd year of Ascendancy at 17:18 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ghuuu the Higher Berserker level 9
2nd Mirth 122nd year of Ascendancy at 21:25 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ghuuu the Higher Berserker level 12
3rd Summertide 122nd year of Ascendancy at 20:24 see stats
Log
Assassin Lord hits Ghuuu for 46 darkness, 2 cold, 7 darkness, 15 darkness, 7 darkness (80 total damage).
Melee retaliation hits Assassin Lord for 3 lightning, 1 mind, 3 lightning, 3 mind (13 total damage).
Ghuuu uses Shattering Blow.
Ghuuu hits Assassin Lord for 83 physical, 4 fire (88 total damage).
Acid Splash from Assassin Lord hits Ghuuu for 7 acid damage.
Deadly Poison from Assassin Lord hits Ghuuu for 38 nature damage.
Assassin Lord performs a melee critical strike against Ghuuu!
Assassin Lord hits Ghuuu for 26 darkness, 2 cold, 7 darkness, 30 darkness, 7 darkness (75 total damage).
Melee retaliation hits Assassin Lord for 3 lightning, 3 mind, 3 lightning, 3 mind (15 total damage).
Ghuuu shrugs off Ghuuu's 'Sleep'!
Assassin Lord resists the sleep!
Acid Splash from Assassin Lord hits Ghuuu for 7 acid damage.
Deadly Poison from Assassin Lord hits Ghuuu for 38 nature damage.
Assassin Lord is no longer covered by shadows.
Assassin Lord is not stunned anymore.
Assassin Lord is weakened by the darkness!
Ghuuu hits Assassin Lord for 109 physical, 5 fire (115 total damage).
Assassin Lord hits Ghuuu for 22 physical, 3 cold, 12 darkness, 13 physical, 12 darkness (64 total damage).
Melee retaliation hits Assassin Lord for 4 lightning, 4 mind, 4 lightning, 4 mind (19 total damage).
Talent Stunning Blow is ready to use.
Acid Splash from Assassin Lord hits Ghuuu for 12 acid damage.
Deadly Poison from Assassin Lord hits Ghuuu for 43 nature damage.
Assassin Lord starts to bleed.
Ghuuu hits Assassin Lord for 87 physical, 5 fire (93 total damage).
Assassin Lord uses Dual Strike.
Ghuuu resists the stunning strike!
Saving game...
















































































