











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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:
Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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 | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 20 / 4% |
Size | big |
Lifes / Deaths | Killed by Salinn the vampire at level 20 on the 22nd Dearth 122nd year of Ascendancy at 00:29 / 1 |
Primary Stats
Strength | 67 (base 48) |
Dexterity | 13 (base 11) |
Constitution | 39 (base 26) |
Magic | 8 (base 10) |
Willpower | 22 (base 10) |
Cunning | 38 (base 27) |
Resources
Life | -31/700 |
Stamina | 99/197 |
Equilibrium | 0 |
Healing Factor | 1.2162543368031 |
Regeneration | 4.4606699155792 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 29.641450861482 |
See Invisible | 29.641450861482 |
Offense: Mainhand
Damage | 120 |
Accuracy | 37 |
Crit Chance | 27% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Darkness | +6% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Defense: Base
Armour (hardiness) | 38.511077022655 (89.749889547741%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 31 |
Physical Save | 40 |
Spell Save | 51 |
Mental Save | 33 |
Defense: Resistances
Mind | + 15%( 70%) |
Lightning | + 7%( 70%) |
Darkness | + 29%( 70%) |
Cold | + 13%( 70%) |
Blight | + 27%( 70%) |
Physical | + 6%( 70%) |
Fire | + 15%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 22% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 626% 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 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +2, Con +2 defense ------ Armor +9 Fatigue +2% Resistance +3% lightning, +3% cold +6% darkness Physical save +17 (+6 eff.) Mind save +11 (+5 eff.) 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 Encumbrance T3 lite [Rare] Master While equipped: Stats Wil +1 offense ------ Critical power +20.00% Mindpower +25 (+9 eff.) Damage +9% fire defense ------ Mind save +6 (+3 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +2, Dex +3, Wil +3, Cun +3 Con +4 offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +5% fire, +6% cold other ------- Stamina when Hit +1.30 EQ when Hit +0.70 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Cun +3 defense ------ Defense +6 (+4 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +25% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats Con +2 offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +7 (+5 eff.) Spell save +11 (+3 eff.) other ------- Max stamina +10.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 88% 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 make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Str +4, Dex +1, Wil +1 offense ------ Physical Power +4 (+1 eff.) Damage +6% darkness defense ------ Resistance +6% darkness Spell save +6 (+2 eff.) other ------- Light +2 Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 143% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Massive two-handed battleaxes. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +6 (+2 eff.) Ignore Armor +7 When Hit: * 20 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +7% blight Spell save +18 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Rare] Nature While equipped: Stats Str +7, Wil +2 offense ------ Physical Power +20 (+5 eff.) defense ------ Armor +9 Fatigue +22% Resistance +17% blight, +6% fire +14% darkness, +2% physical other ------- Light +2 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Str +2, Wil +2, Cun +3, Con +2 offense ------ Damage +3% cold Ignore resists +5% mind When Hit 8 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Defense +2 (+2 eff.) other ------- Light +2 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 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Wil +3, Con +6 offense ------ Mindpower +30 (+10 eff.) defense ------ Resistance +6% mind Physical save +12 (+4 eff.) Mind save +9 (+4 eff.) other ------- Max hate +4.00 Max psi +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+2 eff.) Mind save +7 (+3 eff.) Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Master Weapon Damage 123% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Con +3 offense ------ Physical Power +9 (+3 eff.) Ignore resists +9% physical defense ------ Disarm Resist +17% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 117% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +7 nature, +8 light On-Hit, radius 1 +12 fire While equipped: offense ------ When Hit 2 fire defense ------ Resistance +3% light, +3% fire Massive two-handed mauls. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Psionic Weapon Damage 117% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 darkness, +4 lightning Damage Against +10% Living While equipped: Stats Cun +1 offense ------ Ignore Armor +2 defense ------ Resistance +6% lightning Unlife -40.00 life Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 114% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 110% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore Armor +5 defense ------ Resistance +9% fire Unlife -20.00 life Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Cun +3, Mag +1 offense ------ Damage +9% mind On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +6% acid, +10% cold +6% darkness Crit Resistance 15.00% Physical save +3 (+1 eff.) Spell save +3 (+1 eff.) Life +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Defense +10 (+6 eff.) Resistance +3% lightning, +3% temporal +5% arcane, +6% blight Physical save +10 (+4 eff.) Healmod +20% Knockbk Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +7 (+5 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Con +1 defense ------ Armor +3 Defense +10 (+6 eff.) Fatigue +2% Resistance +5% lightning, +6% temporal +3% darkness Physical save +18 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats Cun +2, Wil +2 offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+1 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ On-Hit 6 mind Damage +4% mind defense ------ Armor +1 Fatigue +1% Resistance +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats Str +2 offense ------ Physical Power +6 (+2 eff.) On-Hit 5 darkness Damage +4% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +4 offense ------ Ignore Armor +4 defense ------ Armor +3 Defense +5 (+4 eff.) Fatigue +5% other ------- Max stamina +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Life +21.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats Cun +4, Wil +6 defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +17% acid Mind save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Life +20.00 A suit of armour made of mail. |
![]() 17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: offense ------ Damage +3% lightning, +9% fire Ignore resists +5% fire defense ------ Armor +7 Fatigue +22% Resistance +3% lightning Life +20.00 A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats Str +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mindpower +15 (+5 eff.) defense ------ Resistance +3% darkness, +9% fire Life +45.00 other ------- Psi when Hit +0.04 Max hate +4.00 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Encumbrance 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. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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 14
21st Profit 122nd year of Ascendancy at 07:49 see stats
By Dwarf Berserker the Dwarf Berserker level 10
30th Voratun 122nd year of Ascendancy at 09:45 see stats
By Dwarf Berserker the Dwarf Berserker level 20
22nd Dearth 122nd year of Ascendancy at 00:06 see stats
By Dwarf Berserker the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 14:42 see stats
By Dwarf Berserker the Dwarf Berserker level 6
26th Voratun 122nd year of Ascendancy at 13:16 see stats
By Dwarf Berserker the Dwarf Berserker level 12
7th Profit 122nd year of Ascendancy at 21:50 see stats
By Dwarf Berserker the Dwarf Berserker level 19
19th Dearth 122nd year of Ascendancy at 10:45 see stats
Log
Talent Track is ready to use.
Dwarf Berserker killed Giant brown ant!
Dwarf Berserker killed Giant carpenter ant!
Dwarf Berserker killed Giant black ant!
Dwarf Berserker killed Giant lightning ant!
Bleeding from Salinn the vampire hits Dwarf Berserker for 30 physical damage.
Poison from Salinn the vampire hits Dwarf Berserker for 37 nature damage.
Salinn the vampire's Venomous Strike hits Dwarf Berserker for 54 nature, 10 cold (64 total damage).
Deadly Poison from Salinn the vampire hits Dwarf Berserker for 65 nature damage.
Great wolf misses Dwarf Berserker.
Bleeding from Dwarf Berserker hits Great wolf for 44 physical damage.
Salinn the vampire receives 5 healing from Eternal Night.
Bleeding from Dwarf Berserker killed Great wolf!
Salinn the vampire shoots!
Salinn the vampire's Shoot hits Dwarf Berserker for 26 physical, 10 cold (35 total damage).
Warg uses Hack'n'Back.
Wolf rushes out!
Wolf misses Dwarf Berserker.
Giant army ant's morale has been lowered.
Giant black ant's morale has been lowered.
Warg hits Dwarf Berserker for 2 physical damage.
Melee retaliation hits Warg for 7 mind, 0 arcane (7 total damage).
Keyboard input temporarily disabled.
Poison bursts out of Dwarf Berserker's corpse!
Talent Stunning Blow is ready to use.
Bleeding from Salinn the vampire hits Dwarf Berserker for 29 physical damage.
Poison from Salinn the vampire hits Dwarf Berserker for 37 nature damage.
Deadly Poison from Salinn the vampire hits Dwarf Berserker for 65 nature damage.
Dwarf Berserker the level 20 dwarf berserker was treehugged to death by Salinn the vampire on level 2 of Old Forest.