











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/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 | 28 / 19% |
Size | big |
Lifes / Deaths | Killed by Veleth the faerlhing at level 28 on the 25th Wealth 123rd year of Ascendancy at 03:11 / 1 |
Primary Stats
Strength | 132 (base 60) |
Dexterity | 30 (base 11) |
Constitution | 64 (base 55) |
Magic | 10 (base 10) |
Willpower | 30 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | -371/1204 |
Stamina | 126/261 |
Healing Factor | 1.4493965053824 |
Regeneration | 19.204503696317 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +25% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 262 |
Accuracy | 48 |
Crit Chance | 32% |
APR | 6 |
Speed | 0.87 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 8% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +13% |
Mind | +8% |
Physical | +8% |
Cold | +11% |
All | +2% |
Offense: Damage Penetration
Mind | +15% |
Acid | +20% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 26 |
Mental Save | 39 |
Defense: Resistances
Acid | + 54%( 70%) |
Light | + 18%( 70%) |
Nature | + 37%( 70%) |
Cold | + 21%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 24%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Bleed Resistance | 20% |
Blind Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 796% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% 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 / Superiority | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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. | active |
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 lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Xanyvea the giant yellow ant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Guts. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by Zubora the rattlesnake. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Belunne the black mamba. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)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 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 Horned Horror. * 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 |
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. * 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of wight ectoplasm. 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 pouch of bone giant dust. * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | 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 | ![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +6 Dex +5 Wil +3 Cun +11 Lck dps ---------- Phys.crit +5.0% ----- def ----- Armour +5 Defense +15 (+5 eff.) Stealth +13 ---------- misc Stam/turn +3.00 Max.stam +30.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +2 Resists +9% light Max.HP +60.00 Cut- +10% ---------- 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. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +9% cold Melee Ret 6 cold ----- def ----- Armour +5 Fatigue +5% Resists +15% nature +9% cold Phys.save +11 (+3 eff.) Mind.save +13 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +6% physical Acc +10 (+4 eff.) Apr +2 ----- def ----- Resists +12% acid +15% fire Die.at -80.00 life Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 497 physical damage Puts all charms on 15 cooldown 100% to heal for 75. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid +3% nature +9% lightning Spell.save +6 (+3 eff.) Die.at -80.00 life Blind- +10% Cut- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +61.00 HP.reg +9.00 Heal.mod +10% Rings make your fingers look great! |
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 | ![]() 5.0 T5 greatmaul 2H weapon [Rare] Master Power 197% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +12% nature +15% acid Spell.save +6 (+3 eff.) Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +1.00 Massive two-handed mauls. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Master While equipped: Stats +4 Dex +2 Wil +1 Con dps ---------- Acc +22 (+8 eff.) ----- def ----- Armour +2 Resists +3% cold Phys.save +13 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+1 eff.) HP.reg +4.00 Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +10 Str +5 Dex +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Res.pen +15% mind ----- def ----- Armour +8 Defense +29 (+9 eff.) Fatigue +8% Resists +21% lightning Phys.save +14 (+4 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.04 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Mag dps ---------- Res.pen +20% acid ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% Max.HP +30.00 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 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Acc +25 (+8 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +3% lightning +22% cold +3% blight Crit.chn- 5.00% Heal.mod +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +11% nature ----- def ----- Resists +22% nature +12% darkness Die.at -80.00 life ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Ego+] Nature Power 112% 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% While equipped: Stats +5 Str +7 Dex +6 Mag +5 Wil +6 Cun +7 Con Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Master Power 155% 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% While equipped: dps ---------- Res.pen +9% physical Acc +12 (+4 eff.) Apr +14 Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Rare] Psionic Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 mind On Hit: * 16% chance to reduce all saves and defense by 20 While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +15% acid ----- def ----- Armour +6 Resists +3% cold +6% fire Cut- +20% Silence- +20% Teleport- +20% Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% 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 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +2.0% Spell.crit +3% ----- def ----- Armour +1 Phys.save +9 (+3 eff.) ---------- misc Mana/s.crit +1.00 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical +5% light +10% fire Melee Ret 10 light ----- def ----- Armour +5 Resists +24% acid A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +6% fire ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue -3% Max.HP +30.00 Pinning- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.50 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +15% lightning +25% darkness Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +3% Resists +15% lightning +7% physical Phys.save +10 (+3 eff.) A cap made of leather. |
![]() 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 (+6 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. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 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 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. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Cun +1 Con dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +12% darkness ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 T5 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +2.0% Dmg.mod +15% physical ----- def ----- Armour +10 Crit.chn- 15.00% Phys.save +6 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 103 lightning damage and will be dazed for 1 turn (516 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Guts the Dwarf Berserker level 26
31st Profit 123rd year of Ascendancy at 23:13 see stats
By Guts the Dwarf Berserker level 13
30th Wealth 122nd year of Ascendancy at 04:49 see stats
By Guts the Dwarf Berserker level 27
35th Profit 123rd year of Ascendancy at 00:31 see stats
By Guts the Dwarf Berserker level 22
23rd Steel 123rd year of Ascendancy at 11:52 see stats
By Guts the Dwarf Berserker level 19
6th Shortage 122nd year of Ascendancy at 04:28 see stats
By Guts the Dwarf Berserker level 10
20th Profit 122nd year of Ascendancy at 12:10 see stats
By Guts the Dwarf Berserker level 20
7th Shortage 122nd year of Ascendancy at 10:56 see stats
By Guts the Dwarf Berserker level 22
7th Steel 123rd year of Ascendancy at 12:30 see stats
By Guts the Dwarf Berserker level 27
35th Profit 123rd year of Ascendancy at 19:25 see stats
By Guts the Dwarf Berserker level 21
2nd Iron 123rd year of Ascendancy at 21:18 see stats
By Guts the Dwarf Berserker level 24
27th Steel 123rd year of Ascendancy at 09:24 see stats
By Guts the Dwarf Berserker level 25
14th Voratun 123rd year of Ascendancy at 08:25 see stats
By Guts the Dwarf Berserker level 17
28th Loss 122nd year of Ascendancy at 11:23 see stats
Log
Rested for 1 turns (stop reason: taken damage).
Guts is unstoppable!
Veleth the faerlhing's Soul Rot hits Guts for (273 refused), 0 blight (0 total damage).
Talent Infusion: Movement is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Guts is unstoppable!
Decrepitude Disease from Veleth the faerlhing hits Guts for (37 refused), 0 blight (0 total damage).
Something hits Guts for (224 refused), 0 blight (0 total damage).
Guts casts Rune: Shatter Afflictions.
Guts is free from the decrepitude disease.
A shield forms around Guts.
Your shield crumbles under the damage!
The shield around Guts crumbles.
Guts is unstoppable!
Something hits Guts for (86 absorbed), (190 refused), 0 arcane (0 total damage).
Resting starts...
Rested for 2 turns (stop reason: detrimental status effect).
Guts is hexed!
Resting starts...
Rested for 1 turns (stop reason: hostile spotted to the west (Veleth the faerlhing's Soul Rot)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Veleth the faerlhing's Soul Rot)).
Something hits Guts for 203 arcane damage.
Guts the level 28 dwarf berserker was imploded to death by Veleth the faerlhing on level 1 of Ruined Dungeon.
Guts's rage subsides!
Guts no longer revels in blood quite so much.