










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 21 / 72% |
| Size | big |
| Lifes / Deaths | Killed by Aerywen the sandworm at level 16 on the 2nd Wealth 122nd year of Ascendancy at 00:40 / 2Killed by elder vampire at level 21 on the 23rd Dearth 122nd year of Ascendancy at 02:46 |
Primary Stats
| Strength | 73 (base 50) |
| Dexterity | 7 (base 11) |
| Constitution | 49 (base 44) |
| Magic | 8 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -17/741 |
| Mana | 90/130 |
| Stamina | 19/155 |
| Healing Factor | 1.5671232876712 |
| Regeneration | 7.0011969056153 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 23.843738619919 |
| See Invisible | 23.843738619919 |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 46 |
| Crit Chance | 47% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Lightning | +3% |
| Physical | +7% |
| Acid | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +20% |
| Darkness | +40% |
Defense: Base
| Armour (hardiness) | 63.08934837382 (81.030927835052%) |
| Defense | 26 |
| Ranged Defense | 34 |
| Fatigue | 32 |
| Physical Save | 41 |
| Spell Save | 9 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 12%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 10% |
| Pinning Resistance | 61% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 383 life over 5 turns. Its effects scale with your Strength stat. |
| 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 333 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Berserker Rage |
| detrimental effect | The target is on fire, taking 27.04 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | Reduces acid damage received by 11%. Premonition Shield |
| detrimental effect | The target is in despair, reducing all damage reduction by 27%. Despair |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 4 and doing 28.85 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target's mind is being tormented, causing 7 apparitions to manifest and attack the target, inflicting 48 mind damage each before disappearing. Tormented |
| detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 25.80 blight damage per turn. Rotting Disease |
| beneficial effect | The target is recovering 27 life each turn. Recovery |
| detrimental effect | The target is in a state of growing fear. If they spend 4 more turns within range 7 and in sight of the source of this fear (Aletta Soultorn), they will be subjected to a new fear. Heighten Fear |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Increases critical hit chance by 38%. Berserker Rage |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by green jelly. Escort: injured seer (level 3 of Dreadfell) | failed |
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 Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton mage. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +2. | 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. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 41. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You 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 | Zubyvea the pair of hardened leather boots (9 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Str +9 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +7 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Resists +12% light Phys.save +20 (+6 eff.) ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +49.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Woequell (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness Melee Ret 5 physical On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness 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 319.4 Physical damage. If the attack hits, the target is confused (21% 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 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 (+3 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 | Vorywen0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Resists +3% mind Silence- +20% Confus- +10% Pinning- +5% Rings can have magical properties. |
| On fingers | Dairethad the Murkreign0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +25% darkness Acc +8 (+3 eff.) Apr +8 Melee Ret 8 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings 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 | dwarven-steel greatsword 'Flashsting' (50.5-80.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 50.5 - 80.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 fire On Crit.r2 +12 fire While equipped: dps ---------- Res.pen +20% fire ----- def ----- Resists +12% mind +6% fire Massive two-handed swords. |
| On hands | Urthedragas the Naturequake (6 def, 7 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +2% physical HP.reg +0.80 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Cyridalle the dwarven-steel plate armour (5 def, 23 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Crit.mult +3.00% Dmg.mod +6% acid Melee Ret 14 physical ----- def ----- Armour +23 Defense +5 (+3 eff.) Fatigue +24% ---------- misc Stam/turn +0.20 A suit of armour made of metal plates. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +6 Defense +1 (+1 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. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
Inventory
movement infusion of the titan (522% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (324% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 324% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 46)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 69)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+12 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 12 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
wizard's copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
Fulumablek the steel greatmaul (37.5-56.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 37.5 - 56.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +24 blight While equipped: Stats +2 Str +3 Cun ----- def ----- Crit.dmg- 5.00% Massive two-handed mauls. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+8 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gysaneg the Lavagash (9 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% fire Melee Ret 8 physical ----- def ----- Armour +1 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +1% Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) ---------- misc Max.stam +20.00 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- 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. |
traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Cracklewilder' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +9% lightning Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +8% cold +10% fire A cap made of leather. |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vipertide (8 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Melee Ret 12 nature ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue +14% Resists +21% fire Die.at -80.00 life HP.reg +0.80 A suit of armour made of mail. |
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. |
127 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
2 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
Malasazor the Woeslicer [power 27] (30 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +25% arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
8 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. |
6 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. |
6 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. |
4 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
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Gimli Jack V the Dwarf Berserker level 17
10th Wealth 122nd year of Ascendancy at 04:47 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gimli Jack V the Dwarf Berserker level 19
14th Wealth 122nd year of Ascendancy at 18:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Gimli Jack V the Dwarf Berserker level 10
3rd Profit 122nd year of Ascendancy at 09:19 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Gimli Jack V the Dwarf Berserker level 20
27th Wealth 122nd year of Ascendancy at 02:06 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Gimli Jack V the Dwarf Berserker level 14
33rd Profit 122nd year of Ascendancy at 09:30 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Gimli Jack V the Dwarf Berserker level 19
26th Wealth 122nd year of Ascendancy at 21:06 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Gimli Jack V the Dwarf Berserker level 4
19th Voratun 122nd year of Ascendancy at 14:26 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Gimli Jack V the Dwarf Berserker level 8
30th Voratun 122nd year of Ascendancy at 17:31 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gimli Jack V the Dwarf Berserker level 21
14th Dearth 122nd year of Ascendancy at 02:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Gimli Jack V the Dwarf Berserker level 10
12nd Profit 122nd year of Ascendancy at 16:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gimli Jack V the Dwarf Berserker level 16
42nd Profit 122nd year of Ascendancy at 00:41 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Gimli Jack V the Dwarf Berserker level 16
2nd Wealth 122nd year of Ascendancy at 00:40 see stats
Log
Decrepitude Disease from Ghast hits Gimli Jack V for 17 blight damage.
Rotting Disease from Ce'Nywe the ghoulking hits Gimli Jack V for 28 blight damage.
Burning from Elder vampire hits Gimli Jack V for 22 fire damage.
Elder vampire casts Rune: Acid Wave.
Gimli Jack V is disarmed!
Tormentor is disarmed!
Elder vampire hits Gimli Jack V for 64 acid damage.
Elder vampire hits Tormentor for 0 acid damage.
Gimli Jack V is tormented by a vision!
Tormentor hits Gimli Jack V for 39 mind damage.
Gimli Jack V receives 43 healing.
Burning from Elder vampire hits Gimli Jack V for 29 fire damage.
Rotting Disease from Ce'Nywe the ghoulking hits Gimli Jack V for 28 blight damage.
Decrepitude Disease from Ghast hits Gimli Jack V for 22 blight damage.
Gimli Jack V uses Infusion: Wild.
Gimli Jack V rearms.
Gimli Jack V is cured!
Gimli Jack V lessens the pain.
There is a previous level here (press '' or right click to use).
Venom drake hatchling regains their energy.
Venom drake hatchling is fully armored again.
Something hits Gimli Jack V for 130 arcane damage.
Something hits Elder vampire for 130 arcane damage.
Something hits Ghoul for 130 arcane damage.
Something hits Vorotira the ghast for 130 arcane damage.
Gimli Jack V is tormented by a vision!
Tormentor hits Gimli Jack V for 41 mind damage.
Saving game...













































































