









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 17 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Sandworm Queen at level 17 on the 40th Dusk 122nd year of Ascendancy at 12:20 / 1 |
Primary Stats
| Strength | 53 (base 44) |
| Dexterity | 19 (base 11) |
| Constitution | 43 (base 35) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -6/543 |
| Stamina | 18/143 |
| Healing Factor | 1.8823943661971 |
| Regeneration | 4.1503316662645 |
Speed
| Mental | +12.168674698795% |
| Attack | 0% |
| Movement | +12.168674698795% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 21.54677130326 |
| See Invisible | 23.54677130326 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 50 |
| Crit Chance | 65% |
| APR | 2 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +10% |
| Physical | +4% |
Offense: Damage Penetration
| Light | +25% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (81.030927835052%) |
| Defense | 22 |
| Ranged Defense | 26 |
| Fatigue | 11 |
| Physical Save | 30 |
| Spell Save | 9 |
| Mental Save | 16 |
Defense: Resistances
| Blight | + 48%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 62%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 33%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Pinning Resistance | 56% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 71% |
| Poison Resistance | 21% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 469 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.50 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 45%. Berserker Rage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases stamina regeneration by 14, movement and attack speed by 12%. Relentless Fury |
| beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 1.95, and stamina regeneration by 0.39. Bloodbath |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
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 failed to protect the lone alchemist from death by Norgos, the Frozen. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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. | done |
Equipment
| On feet | Blindbloom (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to blind ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+4 eff.) ---------- misc Max.enc +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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 (62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +5 (+4 eff.) Confus- +20% ---------- misc Max.enc +20 Rings can have magical properties. |
| On fingers | warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Saliyama the Arcstalker (38-57 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 111% Melee+ +16 darkness On Hit.r1 +8 lightning +12 darkness While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% lightning Acc +14 (+5 eff.) Melee Ret 4 darkness ----- def ----- Resists +12% lightning Massive two-handed mauls. |
| On hands | rough leather gloves 'Skysting' (9 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +7 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +1% physical +3% temporal Stun/Frz- +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun ----- def ----- Resists +10% nature +12% blight Poison- +21% Disease- +21% Amulets can have magical properties. |
Inventory
sun infusion of the warrior (rad 7; power 48; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 15%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 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... |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+5 eff.) Rings can have magical properties. |
titan's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+3 eff.) Rings can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% 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! |
iron greatmaul 'Zerathel' (17.5-26.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 17.5 - 26.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 mind On Crit.r2 +4 mind On Hit: * 16% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +6 (+5 eff.) ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +3% darkness Massive two-handed mauls. |
iron greatsword (19-30.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 19.0 - 30.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
mighty cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
chilling dwarven-steel waraxe of massacre (25.5-35.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 cold One-handed war axes. |
Chonik1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +5.0% Mind.pwr +3 (+3 eff.) Dmg.mod +12% physical ----- def ----- Resists +1% physical Phys.save +6 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Emeluwyn'1.0 T3 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +3% arcane Melee Ret 12 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Fatigue -5% Resists +5% arcane +6% acid Mind.save +20 (+12 eff.) Max.HP +53.00 ---------- misc Max.enc +27 A belt that goes around your waist. |
nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% light +6% darkness Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold 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 of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Foglord' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +5 Lck dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +1 Fatigue +1% Stealth +6 ---------- misc See.Invis +6 Telepathy Humanoid/Orc A pair of boots made of leather. |
Barytoyon (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +12 (+8 eff.) Melee+ 6 mind Dmg.mod +3% mind ----- def ----- Armour +1 Resists +6% mind ---------- misc Equi/ret +0.04 Psi/ret +0.16 Max.hate +2.00 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 8 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +5% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
bladed hardened leather cap of absorption (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +2 Str dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.00 Equi/ret +1.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 146.9 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
catburglar's iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness +6% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
spiked iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
spiked iron plate armour of fire resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% fire A suit of armour made of metal plates. |
spiked iron plate armour of the deep (3 def, 9 armour)17.0 T1 massive armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +20% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
11 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. |
48 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 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. |
3 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. |
12 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jacksu the Cornac Berserker level 10
5th Flare 122nd year of Ascendancy at 06:49 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Jacksu the Cornac Berserker level 15
28th Dusk 122nd year of Ascendancy at 16:48 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jacksu the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 21:42 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Jacksu the Cornac Berserker level 16
36th Dusk 122nd year of Ascendancy at 15:02 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jacksu the Cornac Berserker level 17
39th Dusk 122nd year of Ascendancy at 14:24 see stats
Log
Something misses Jacksu.
Jacksu uses Infusion: Wild.
Jacksu speeds up.
Jacksu is cured!
Jacksu lessens the pain.
Jacksu uses Shattering Blow.
Jacksu misses Something.
Jacksu recovers sight.
Jacksu has recovered!
Talent Stunning Blow is ready to use.
Jacksu receives 43 healing.
Gigantic gravity worm casts Gravity Spike.
Sandworm burrower is drawn in by the singularity!
Sandworm Queen resists the knockback!
Jacksu is drawn in by the singularity!
Gigantic gravity worm hits Sandworm Queen for 113 physical damage.
Gigantic gravity worm hits Jacksu for 115 physical damage.
Gigantic gravity worm hits Sandworm burrower for 0 physical damage.
Berserker Rage's rage awakens!
Gigantic corrosive tunneler's acid area effect hits Sandworm Queen for 53 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic gravity worm for 46 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Jacksu for 44 acid damage.
Jacksu uses Stunning Blow.
Sandworm Queen resists the stunning blow!
Jacksu hits Sandworm Queen for 161 physical, 13 darkness, 6 physical, 7 lightning, 10 darkness (196 total damage).
Sandworm Queen envelops Jacksu with poison.
Saving game...

















































































