










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 24 / 19% | 
| Size | medium | 
| Lifes / Deaths | Killed by snow giant boulder thrower at level 24 on the 1st Voratun 123rd year of Ascendancy at 21:56/ 1 | 
Primary Stats
| Strength | 78 (base 53) | 
| Dexterity | 9 (base 11) | 
| Constitution | 62 (base 47) | 
| Magic | 8 (base 10) | 
| Willpower | 23 (base 10) | 
| Cunning | 13 (base 10) | 
Resources
| Life | -132/928 | 
| Stamina | 172/212 | 
| Healing Factor | 1.6398029716162 | 
| Regeneration | 11.888571544217 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 16.54677130326 | 
| See Invisible | 16.54677130326 | 
Offense: Mainhand
| Damage | 144 | 
| Accuracy | 22 | 
| Crit Chance | 18% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Temporal | +5% | 
| Mind | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +5% | 
| Mind | +5% | 
| Darkness | +5% | 
Defense: Base
| Armour (hardiness) | 28.883307766991 (81.151787968034%) | 
| Defense | 29 | 
| Ranged Defense | 29 | 
| Fatigue | 13 | 
| Physical Save | 38 | 
| Spell Save | 13 | 
| Mental Save | 15 | 
Defense: Resistances
| Darkness | + 43%( 70%) | 
| Lightning | + 21%( 70%) | 
| Light | + 15%( 70%) | 
| Temporal | + 19%( 70%) | 
| Blight | + 30%( 70%) | 
| Acid | + 19%( 70%) | 
| Fire | + 19%( 70%) | 
| All | + 10%( 70%) | 
Defense: Immunities
| Silence Resistance | 20% | 
| Bleed Resistance | 20% | 
| Confusion Resistance | 20% | 
| Stun Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 32 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. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. | 
Class Talents
| Technique / Two-handed assault | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Warcries | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Berserker's strength | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Bloodthirst | 1.40 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You failed to protect the injured seer from death by Guts.Escort: injured seer (level 2 of Old Forest) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved Strength by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.Escort: repented thief (level 3 of Old Forest) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair.Escort: temporal explorer (level 2 of Norgos Lair) As a reward you improved Willpower by +5. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe 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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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. | active | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! | 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 |  undeterred pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +20% Confus- +20% Stun/Frz- +22% A pair of boots made of leather. | 
| Light source |  Galecast the brass lantern 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Armour +2 Resists +6% blight +12% lightning Spell.save +3 (+3 eff.) Max.HP +43.00 ---------- misc Stam/turn +3.00 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. | 
| On head |  Bleakfear the hardened leather cap (10 def, 9 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Melee Ret 4 physical ----- def ----- Armour +9 Defense +10 (+5 eff.) Fatigue +3% Resists +12% darkness A cap made of leather. | 
| Tool |  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+7 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 6 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. | 
| On fingers |  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 31.26 You won the Ring of Blood trial, and this is your reward. | 
| On fingers |  Shinegrit 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Acc +5 (+2 eff.) Melee Ret 8 light ----- def ----- Phys.save +8 (+3 eff.) HP.reg +4.00 Blind- +20% Cut- +20% Rings make your fingers look great! | 
| Around waist |  Lisena 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +2 ----- def ----- Resists +6% blight +5% light +6% darkness ---------- misc Max.mana +20.00 A belt that goes around your waist. | 
| In main hand |  acidic dwarven-steel battleaxe of massacre (154% power, 2 apr) 3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 154% 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% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. | 
| On hands |  Obsidianfiend the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 11 temporal Ranged+ 10 temporal Dmg.mod +5% temporal Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +2 Fatigue +3% Resists +10% temporal 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 |  Iron Mail of Bloodletting (2 def, 4 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
| Cloak |  cashmere cloak 'Blackquencher' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +12% mind Res.pen +5% mind +5% darkness Melee Ret 10 mind ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  copper amulet 'Xerussra' 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Str dps ---------- Phys.crit +2.0% ----- def ----- Defense +25 (+12 eff.) ---------- misc Max.stam +10.00 Amulets make your neck look great! | 
Inventory
|  acid wave rune of the titan (damage 208; dur 4; cd 21) 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 208.40 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Radiancedredge 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +9% acid +11% mind +3% light Confus- +21% Amulets make your neck look great! | 
|  copper amulet of dexterity (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! | 
|  Blindbrand 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Resists +6% mind Silence- +23% ---------- misc Mana/turn +0.11 Light +1 Rings make your fingers look great! | 
|  copper ring 'Kilnspar' 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Mag dps ---------- Res.pen +20% fire ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +10% Rings make your fingers look great! | 
|  mule's gold ring of misery 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 6 physical Ranged+ 13 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 16 On Hit (Ranged): * 10% chance to reduce all saves and defense by 16 ----- def ----- Fatigue -6% ---------- misc Max.enc +22 Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  greater yew magestaff of might (120% power, 4 apr, cold element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% 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 +13% Spell.pwr +15 (+13 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  iron battleaxe 'Arclace' (132% power, 1 apr) 3.0 T1 battleaxe 2H weapon [Rare] Master Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +8 physical While equipped: dps ---------- Res.pen +10% physical ----- def ----- Armour +6 Resists +6% lightning Massive two-handed battleaxes. | 
|  dwarven-steel battleaxe of shearing (141% power, 2 apr) 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 142% 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: dps ---------- Res.pen +10% all Acc +9 (+4 eff.) Apr +10 Massive two-handed battleaxes. | 
|  iron greatmaul of daylight (121% power, 1 apr) 5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 light Against +7% Undead Massive two-handed mauls. | 
|  iron greatmaul of erosion (119% power, 1 apr) 5.0 T1 greatmaul 2H weapon [Ego] Nature Power 120% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature Massive two-handed mauls. | 
|  arcing steel greatmaul of massacre (151% power, 2 apr) 5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 151% 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 Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. | 
|  iron greatsword (109% power, 1 apr) 3.0 T1 greatsword 2H weapon [Normal] Power 109% 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. | 
|  Pyreriver (136% power, 2 apr) 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 137% 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% Melee+ +12 darkness Against +7% Living While equipped: Stats +9 Con +10 Wil dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +6% temporal Max.HP +14.00 Massive two-handed swords. | 
|  Toruhek the Strikestinger (121% power, 2 apr) 3.0 T2 greatsword 2H weapon [Rare] Master Power 122% 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% Melee+ +20 acid On Hit: * 20% chance to reduce armor by 13% While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +20% lightning +10% physical Acc +19 (+10 eff.) Apr +10 ----- def ----- Resists +5% arcane +6% acid Massive two-handed swords. | 
|  steel greatsword 'Xaninn' (120% power, 2 apr) 3.0 T2 greatsword 2H weapon [Rare] Master Power 121% 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 Crit.r2 +8 physical While equipped: Stats +1 Dex dps ---------- Crit.mult +20.00% Acc +13 (+6 eff.) ----- def ----- Defense +22 (+11 eff.) Resists +6% temporal Spell.save +9 (+8 eff.) Disarm- +35% Massive two-handed swords. | 
|  steel mace (114% power, 3 apr) 3.0 T2 mace 1H weapon [Normal] 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. | 
|  flaming dwarven-steel waraxe of evisceration (120% power, 4 apr) 3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 121% 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% On Hit.r1 +7 fire On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) One-handed war axes. | 
|  truestriking dwarven-steel waraxe (121% power, 4 apr) 3.0 T3 waraxe 1H weapon [Ego+] Master Power 122% 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 ---------- Res.pen +6% physical Acc +13 (+6 eff.) Apr +8 One-handed war axes. | 
|  steel dagger (108% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. | 
|  steel dagger 'Ce'Nera' (104% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Psionic Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Defense +10 (+5 eff.) Phys.save +15 (+6 eff.) Die.at -80.00 life HP.reg +4.00 Silence- +20% Teleport- +20% Sharp, short and deadly. | 
|  steel dagger of massacre (125% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 125% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. | 
|  Serpent's Glare (91% power, 15 apr, nature damage) 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 243.43 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. | 
|  mighty rough leather sling of enduring 4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str +5 Wil +6 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +17.00 Slings are used to hurl stones or metal shots at your foes. | 
|  impenetrable iron mail armour (2 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  Deladehir the steel mail armour (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +7 Mag +4 Con dps ---------- Res.pen +20% mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% acid ---------- misc Hate/m.crit +2.00 A suit of armour made of mail. | 
|  dwarven-steel mail armour of Eyal (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +38.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of mail. | 
|  radiant steel plate armour of the deep (0 def, 11 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +7% cold +14% darkness +12% blight ---------- misc Light +1 Breathe water A suit of armour made of metal plates. | 
|  rough leather belt 'Loammortal' 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% nature +9% fire Melee Ret 4 nature 4 cold ----- def ----- Resists +15% nature Anom.red +12 Max.HP +66.00 ---------- misc Max.mana +32.00 Max.stam +28.00 Max.hate +12.00 Max.psi +22.00 Max.vim +23.00 Max.P.En +22.00 Max.N.En +23.00 A belt that goes around your waist. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak of backstabbing (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +10.00% Acc +6 (+3 eff.) Apr +6 ----- def ----- Defense +1 (+0 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  resilient linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. | 
|  traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +0.50 Max.stam +12.00 A pair of boots made of leather. | 
|  hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  iron gauntlets 'Blindkiss' (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness +3% light ---------- misc Light +3 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. | 
|  restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.90 Max.stam +10.00 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. | 
|  insulating cashmere wizard hat of lightning (+19%) (2 def, 0 armour) 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning +6% fire +8% cold A pointy cloth hat, very wizardly... | 
|  Aliyarig the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +1 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +3% light Heal.mod +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  grounding iron helm of constitution (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  insulating iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm 'Kheliyarek' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Spell.pwr +20 (+16 eff.) S.pwr/crit +2 Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/s.crit +1.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm of might (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  10 agate 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. | 
|  16 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  15 ametrine 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. | 
|  11 citrine 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. | 
|  14 zircon 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. | 
|  8 aquamarine 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. | 
|  4 opal 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. | 
|  8 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 amethyst 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. | 
|  3 onyx 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. | 
|  3 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  300 alchemist agate 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. | 
|  Emyrarin the brass lantern 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Res.pen +5% physical ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Die.at -40.00 life Heal.mod +12% ---------- misc Max.stam +30.00 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. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 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. | 
|  brass lantern 'Cracklewhisper' 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +3% lightning ----- def ----- Resists +3% cold Phys.save +5 (+2 eff.) Heal.mod +12% ---------- misc Equi/ret +0.04 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. | 
|  brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. | 
|  miner's iron pickaxe (dig speed 29 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 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. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
Achievements
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Guts the Dwarf Berserker level 9
27th Voratun 122nd year of Ascendancy at 02:17 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Guts the Dwarf Berserker level 19
4th Steel 123rd year of Ascendancy at 03:31 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Guts the Dwarf Berserker level 10
3rd Dearth 122nd year of Ascendancy at 05:52 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Guts the Dwarf Berserker level 20
4th Steel 123rd year of Ascendancy at 07:55 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Guts the Dwarf Berserker level 20
8th Steel 123rd year of Ascendancy at 15:24 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Guts the Dwarf Berserker level 15
3rd Iron 123rd year of Ascendancy at 02:18 see stats
 Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Guts the Dwarf Berserker level 6
20th Voratun 122nd year of Ascendancy at 02:45 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Guts the Dwarf Berserker level 19
1st Steel 123rd year of Ascendancy at 08:27 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Guts the Dwarf Berserker level 18
21st Iron 123rd year of Ascendancy at 09:58 see stats
Log
Snow giant is not dazed anymore.
You collect a new ingredient: snow giant kidney (1).
Guts hits Snow giant for 160 physical damage.
Guts receives 7 healing from Bloodcaller.
Guts killed Snow giant!
Something hurls a huge boulder at Guts!
You pickup 0.60 gold pieces.
Something hurls a huge boulder at Guts!
Guts resists the knockback!
Snow giant chieftain is knocked back!
Snow giant chieftain hits Guts for 29 physical, 9 cold (38 total damage).
Melee retaliation hits Snow giant chieftain for 11 mind, 3 physical, 7 light, 10 darkness (32 total damage).
Something hits Snow giant chieftain for 172 physical damage.
Something hits Guts for 194 physical damage.
Something hurls a huge boulder at Guts!
Guts is knocked back!
Guts shrugs off the effect 'Confused'!
Something hurls a huge boulder at Guts!
Guts is knocked back!
Something hurls a huge boulder at Guts!
Guts is knocked back!
Something hits Guts for 194 physical damage.
Something hits Snow giant chieftain for 196 physical damage.
Something hits Guts for 220 physical damage.
Something hits Guts for 98 lightning damage.
Something hits Guts for 286 physical damage.
Guts the level 24 dwarf berserker was pierced to death by a snow giant boulder thrower on level 3 of Daikara.
Guts's rage subsides!










































