











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 30 / 83% |
Size | medium |
Lifes / Deaths | Killed by brecklorn at level 5 on the 19th Voratun 122nd year of Ascendancy at 12:28 / 50Killed by brecklorn at level 5 on the 20th Voratun 122nd year of Ascendancy at 07:12 Killed by fire drake hatchling at level 5 on the 20th Voratun 122nd year of Ascendancy at 08:24 Killed by thief at level 16 on the 19th Wealth 122nd year of Ascendancy at 00:44 Killed by gigantic sandworm tunneler at level 17 on the 22nd Wealth 122nd year of Ascendancy at 04:57 Killed by Belumira the sandworm destroyer at level 17 on the 22nd Wealth 122nd year of Ascendancy at 10:45 Killed by Assassin Lord at level 18 on the 14th Dearth 122nd year of Ascendancy at 13:17 Killed by bandit at level 18 on the 14th Dearth 122nd year of Ascendancy at 13:58 Killed by white wolf at level 18 on the 24th Dearth 122nd year of Ascendancy at 05:54 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 24th Dearth 122nd year of Ascendancy at 07:20 Killed by Harkor'Zun at level 18 on the 24th Dearth 122nd year of Ascendancy at 08:57 Killed by Urkis, the High Tempest at level 19 on the 25th Dearth 122nd year of Ascendancy at 14:21 Killed by worm that walks at level 20 on the 44th Dearth 122nd year of Ascendancy at 18:41 Killed by carrion worm mass at level 20 on the 44th Dearth 122nd year of Ascendancy at 21:33 Killed by worm that walks at level 20 on the 45th Dearth 122nd year of Ascendancy at 08:57 Killed by naga tide huntress at level 21 on the 3rd Loss 122nd year of Ascendancy at 03:16 Killed by naga psyren at level 21 on the 3rd Loss 122nd year of Ascendancy at 04:49 Killed by naga myrmidon at level 21 on the 3rd Loss 122nd year of Ascendancy at 07:14 Killed by naga myrmidon at level 21 on the 3rd Loss 122nd year of Ascendancy at 12:48 Killed by Vorenne the squid at level 21 on the 4th Loss 122nd year of Ascendancy at 10:11 Killed by Weirdling Beast at level 22 on the 4th Loss 122nd year of Ascendancy at 19:17 Killed by Weirdling Beast at level 22 on the 4th Loss 122nd year of Ascendancy at 20:56 Killed by Weirdling Beast at level 22 on the 4th Loss 122nd year of Ascendancy at 22:24 Killed by Animated dwarven-steel greatsword of rage at level 23 on the 10th Loss 122nd year of Ascendancy at 22:42 Killed by Animated elemental dwarven-steel waraxe of rage at level 23 on the 12nd Loss 122nd year of Ascendancy at 11:51 Killed by devourer at level 27 on the 25th Loss 122nd year of Ascendancy at 17:32 Killed by luminous horror at level 27 on the 25th Loss 122nd year of Ascendancy at 19:48 Killed by luminous horror at level 27 on the 25th Loss 122nd year of Ascendancy at 22:56 Killed by lava floor at level 27 on the 26th Loss 122nd year of Ascendancy at 03:11 Killed by Borfast the Broken at level 27 on the 27th Loss 122nd year of Ascendancy at 21:12 Killed by Lord of Skulls (warrior) at level 28 on the 28th Loss 122nd year of Ascendancy at 06:23 Killed by elder vampire at level 28 on the 28th Loss 122nd year of Ascendancy at 07:36 Killed by The Master at level 28 on the 28th Loss 122nd year of Ascendancy at 09:27 Killed by The Master at level 28 on the 28th Loss 122nd year of Ascendancy at 10:52 Killed by ghoul at level 28 on the 28th Loss 122nd year of Ascendancy at 12:35 Killed by armoured skeleton warrior at level 28 on the 28th Loss 122nd year of Ascendancy at 14:58 Killed by The Master at level 28 on the 28th Loss 122nd year of Ascendancy at 17:06 Killed by skeleton master archer at level 28 on the 28th Loss 122nd year of Ascendancy at 18:50 Killed by Lord of Skulls (mage) at level 28 on the 28th Loss 122nd year of Ascendancy at 23:28 Killed by elven blood mage at level 29 on the 17th Shortage 122nd year of Ascendancy at 02:40 Killed by elven blood mage at level 29 on the 17th Shortage 122nd year of Ascendancy at 11:47 Killed by Grand Corruptor at level 29 on the 18th Shortage 122nd year of Ascendancy at 01:15 Killed by Grand Corruptor at level 29 on the 18th Shortage 122nd year of Ascendancy at 04:36 Killed by onilug at level 29 on the 27th Shortage 122nd year of Ascendancy at 03:28 Killed by mean looking elven guard at level 29 on the 27th Shortage 122nd year of Ascendancy at 13:25 Killed by elven tempest at level 29 on the 28th Shortage 122nd year of Ascendancy at 12:25 Killed by saw horror at level 30 on the 38th Steel 123rd year of Ascendancy at 02:48 Killed by Ivelle the gelatinous cube at level 30 on the 38th Steel 123rd year of Ascendancy at 14:17 Killed by Zubyta the fiery orc wyrmic at level 30 on the 38th Steel 123rd year of Ascendancy at 16:44 Killed by Zubyta the fiery orc wyrmic at level 30 on the 38th Steel 123rd year of Ascendancy at 17:51 |
Primary Stats
Strength | 76 (base 60) |
Dexterity | 16 (base 11) |
Constitution | 66 (base 58) |
Magic | 14 (base 10) |
Willpower | 28 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | 1213/1213 |
Stamina | 192/192 |
Healing Factor | 1.3588369623247 |
Regeneration | 4.9835983927104 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 153 |
Accuracy | 46 |
Crit Chance | 25% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Lightning | +25% |
Darkness | +26% |
Cold | +25% |
Blight | +6% |
Arcane | +28% |
Fire | +40% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Fire | +25% |
Darkness | +29% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 39.522593642275 (67.32946707186%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 9 |
Physical Save | 56 |
Spell Save | 50 |
Mental Save | 40 |
Defense: Resistances
Darkness | + 53%( 70%) |
Light | + 27%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 17%( 70%) |
Physical | + 18%( 70%) |
Fire | + 35%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 39% |
Poison Resistance | 10% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Bethayara the carrion worm mass. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Dwarf Berserker. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by venom wyrm. Escort: repented thief (level 6 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 189. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of faeros ash. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- 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. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature While equipped: Stats +10 Wil dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +26.00% Phys.pwr +13 (+3 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +3% arcane +6% blight Melee Ret 2 arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% ----- def ----- Stun/Frz- +10% ---------- misc Max.hate +8.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +9% acid +15% fire ----- def ----- Crit.chn- 10.00% Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 160% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +10 (+4 eff.) Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% On Hit: * 11% chance to slow global speed by 43% * 12% chance to reduce armor by 16% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +10 Str +2 Con ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +15% darkness +7% physical Max.HP +41.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +26% darkness Res.pen +29% darkness ----- def ----- Armour +6 Defense +9 (+6 eff.) Resists +26% fire +17% light +32% darkness Crit.chn- 10.00% Phys.save +9 (+3 eff.) Stealth +41 Poison- +10% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 481% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 74.34 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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 spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 4 turns. 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 spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Mag +4 Wil +17 Lck dps ---------- Acc +14 (+5 eff.) ----- def ----- Defense +14 (+9 eff.) Unseen.red 22% ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 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... |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Berserker's strength Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +16 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% darkness Acc +6 (+2 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +4 lightning +16 temporal On Crit.r2 +12 lightning While equipped: Stats +7 Str dps ---------- Dmg.mod +15% arcane +13% physical Res.pen +20% lightning +10% all Acc +40 (+14 eff.) Apr +19 ----- def ----- Resists +12% temporal Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +17 temporal On Hit.r1 +20 fire On Hit: * 20% chance to reduce armor by 16% While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% lightning +25% fire Melee Ret 4 fire ----- def ----- Resists +6% lightning +12% temporal Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +6 Str +7 Dex +7 Mag +9 Wil +5 Cun +10 Con Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Mag dps ---------- Phys.crit +12.0% ----- def ----- Armour +8 Resists +3% acid +3% darkness Heal.mod +5% Disease- +20% Silence- +20% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Power 145% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 light Against +10% Undead While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +5% acid Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +2 Resists +2% all Max.HP +26.00 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +11 Crit +1.0% Atk.spd 100% Phasing +17% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 7 While equipped: ----- def ----- Disease- +21% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Master Power 132% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex dps ---------- Phys.crit +10.0% Phys.spd +10% Acc +7 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +20 darkness +20 fire On Hit: * 20% chance to reduce damage dealt by 15% While equipped: dps ---------- Dmg.mod +9% mind +15% darkness ----- def ----- Resists +6% darkness ---------- misc Equi/ret +0.04 Massive two-handed swords. |
![]() 0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 130% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Nature Power 115% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +9 Con +9 Wil ----- def ----- Armour +4 Defense +5 (+4 eff.) Resists +4% physical +3% darkness +6% cold Max.HP +20.00 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 113% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Ego] Nature/Disrupt Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 nature On Hit: * 19 arcane resource burn Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Cun dps ---------- Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ---------- misc Psi/ret +0.04 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +25% light On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +6% light +20% darkness ---------- misc Light +2 Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Master Power 114% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 83% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire ----- def ----- Armour +5 Hardiness +6% Phys.save +4 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str +2 Wil +6 Cun +5 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +29% arcane +6% temporal Melee Ret 4 arcane ----- def ----- Armour +7 Hardiness +5% Phys.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +8 (+6 eff.) Disarm- +20% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- 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. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +10% arcane +11% all ----- def ----- Resists +11% all ---------- misc Max.mana +42.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 6 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +15% lightning +9% light Silence- +28% Confus- +32% Stun/Frz- +35% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +12% mind Res.pen +15% light On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Resists +6% lightning +3% light Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 107% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Dex +4 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 9 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 119% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +15.0% Atk.spd 83% Melee+ +4 arcane On Hit: 10% Manathrust 3 On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Unarmed combat: Power 94% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 59.36 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (22% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Resists +8% lightning +7% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +23.00 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +14 Defense +4 (+4 eff.) Fatigue +5% Resists +14% blight +18% darkness Phys.save +7 (+2 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T3 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight +6% arcane Res.pen +20% arcane +15% cold Melee Ret 4 arcane 2 blight ----- def ----- Armour +6 Defense +9 (+6 eff.) Fatigue +8% Resists +27% cold +20% temporal A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+6 eff.) Rng.Def +4 (+4 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+8 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Wil +6 Cun ----- def ----- Armour +6 Defense +9 (+6 eff.) Fatigue +8% Resists +12% darkness +7% physical Mind.save +12 (+4 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +11 Defense +15 (+9 eff.) Fatigue +22% Resists +6% physical Phys.save +15 (+5 eff.) Teleport- +20% ---------- misc Light +2 Infravis +2 See.Invis +18 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% HP.reg +5.50 ---------- misc Stam/turn +1.10 A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Disrupt/Master When used to Attack: Power 154% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +194 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +13% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+6 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 66.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 66.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 20% 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 153% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Arcane Power 116% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Phasing +30% Ranged+ +31 blight On Hit.r1 +20 acid On Crit.r2 +20 acid On Hit: 20% Epidemic 2 On Hit: * 20% chance to reduce armor by 16% * 9% chance to reduce strength, dexterity, and constitution by 7 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dwarf Berserker the Dwarf Berserker level 29
7th Shortage 122nd year of Ascendancy at 12:10 see stats
By Dwarf Berserker the Dwarf Berserker level 22
5th Loss 122nd year of Ascendancy at 02:50 see stats
By Dwarf Berserker the Dwarf Berserker level 21
1st Loss 122nd year of Ascendancy at 10:27 see stats
By Dwarf Berserker the Dwarf Berserker level 15
42nd Profit 122nd year of Ascendancy at 02:51 see stats
By Dwarf Berserker the Dwarf Berserker level 18
24th Dearth 122nd year of Ascendancy at 10:02 see stats
By Dwarf Berserker the Dwarf Berserker level 19
43rd Dearth 122nd year of Ascendancy at 05:36 see stats
By Dwarf Berserker the Dwarf Berserker level 19
26th Dearth 122nd year of Ascendancy at 07:21 see stats
By Dwarf Berserker the Dwarf Berserker level 22
5th Loss 122nd year of Ascendancy at 02:22 see stats
By Dwarf Berserker the Dwarf Berserker level 10
2nd Acquisition 122nd year of Ascendancy at 03:36 see stats
By Dwarf Berserker the Dwarf Berserker level 20
43rd Dearth 122nd year of Ascendancy at 11:09 see stats
By Dwarf Berserker the Dwarf Berserker level 30
29th Shortage 122nd year of Ascendancy at 01:52 see stats
By Dwarf Berserker the Dwarf Berserker level 21
2nd Loss 122nd year of Ascendancy at 23:05 see stats
By Dwarf Berserker the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 00:08 see stats
By Dwarf Berserker the Dwarf Berserker level 22
5th Loss 122nd year of Ascendancy at 02:50 see stats
By Dwarf Berserker the Dwarf Berserker level 15
14th Wealth 122nd year of Ascendancy at 02:03 see stats
By Dwarf Berserker the Dwarf Berserker level 18
23rd Dearth 122nd year of Ascendancy at 21:21 see stats
By Dwarf Berserker the Dwarf Berserker level 15
13rd Wealth 122nd year of Ascendancy at 09:23 see stats
By Dwarf Berserker the Dwarf Berserker level 29
29th Loss 122nd year of Ascendancy at 17:30 see stats
By Dwarf Berserker the Dwarf Berserker level 18
14th Dearth 122nd year of Ascendancy at 17:08 see stats
By Dwarf Berserker the Dwarf Berserker level 28
29th Loss 122nd year of Ascendancy at 00:37 see stats
Log
Dwarf Berserker uses Infusion: Regeneration.
Dwarf Berserker starts regenerating health quickly.
Bleeding from Dwarf Berserker hits Gulle the patchwork troll for 68 fire, 46 cold, 46 lightning, 47 arcane (208 total damage).
Bleeding from Dwarf Berserker hits Orc fighter for 58 fire, 52 cold, 52 lightning, 53 arcane (217 total damage).
Dwarf Berserker resists Zubyta the fiery orc wyrmic's 'Poison'!
Zubyta the fiery orc wyrmic roars triumphantly.
Zubyta the fiery orc wyrmic's Eyal's Wrath hits Dwarf Berserker for 80 nature damage.
Dwarf Berserker the level 30 dwarf berserker was treehugged to death by Zubyta the fiery orc wyrmic on level 1 of Ruined Dungeon.
Dwarf Berserker's rage subsides!
Dwarf Berserker no longer revels in blood quite so much.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Zubyta the fiery orc wyrmic's Eyal's Wrath killed Dwarf Berserker!
Saving game...
Resting starts...
Talent Stunning Blow is ready to use.
Talent Shattering Blow is ready to use.
Talent Daunting Presence is ready to use.
Dwarf Berserker activates Daunting Presence.
Talent Death Dance is ready to use.
Talent Berserker Rage is ready to use.
Dwarf Berserker activates Berserker Rage.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Vitality is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Saving done.