










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 29 / 19% |
| Size | big |
| Lifes / Deaths | Killed by Lisothra the Guardian at level 26 on the 59th Haze 122nd year of Ascendancy at 13:36 / 2Killed by Salerin the maulotaur at level 29 on the 42nd Regrowth 123rd year of Ascendancy at 15:35 |
| Antimagic | Follower |
Primary Stats
| Strength | 120 (base 54) |
| Dexterity | 19 (base 11) |
| Constitution | 59 (base 36) |
| Magic | 12 (base 10) |
| Willpower | 42 (base 29) |
| Cunning | 31 (base 13) |
Resources
| Life | -294/919 |
| Stamina | 225/284 |
| Equilibrium | 30 |
| Healing Factor | 1.4751133323991 |
| Regeneration | 3.319004997898 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 26.878701826468 |
| See Invisible | 26.878701826468 |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 29 |
| Crit Chance | 24% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Physical | +14% |
| Nature | +9% |
| Lightning | +16% |
| Arcane | +5% |
| Cold | +32% |
| All | +2% |
Offense: Damage Penetration
| Physical | +12% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 67.292304923968 (87.807182003187%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 34 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 62%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 48%( 70%) |
| Physical | + 21%( 70%) |
| Darkness | + 30%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Disarm Resistance | 39% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 533% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -390 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 781 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 295 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 82. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed vial of elder vampire blood. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 wretchling eyeball. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * You've found the needed ritch stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | dwarven lantern 'Pitchbreak'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Changes stats: +3 Con Changes resistances: +10% blight Changes resistances penetration: +5% darkness Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Life regen: +2.00 Only die when reaching: -80.00 life Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap 'Layakira' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +6 Fatigue: +3% Damage when hit (Melee): 6 temporal Changes resistances: +6% nature Changes damage: +12% physical Spell save: +6 (+3 eff.) Disease immunity: +10% Infravision radius: +3 A cap made of leather. |
| Tool | Lavafury the dwarven-steel pickaxe (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Defense: +4 (+2 eff.) Damage when hit (Melee): 6 fire Changes stats: +5 Str Changes resistances: +12% acid / +6% physical / +12% nature / +5% arcane Changes damage: +7% nature When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.91 cold and 15.47 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Ragadrandur the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 blight Changes resistances: +28% lightning / +9% darkness Changes damage: +14% lightning / +3% arcane Poison immunity: +20% Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Cun / +1 Con Damage against: +17% Summoned Reduced damage from: +19% Summoned Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
| In main hand | warbringer's stralite greatmaul (56-84 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +12% physical Disarm immunity: +14% Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets 'Tulidar' (5 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Defense: +5 (+3 eff.) Fatigue: +3% Changes resistances: +1% physical Physical save: +7 (+2 eff.) Mental save: +12 (+6 eff.) Disarm immunity: +25% Only die when reaching: -40.00 life Maximum hate: +4.00 Healing mod.: +15% 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 | Belobrelle (22 def, 23 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +23 Defense: +22 (+11 eff.) Fatigue: +12% Changes stats: +5 Con Only die when reaching: -40.00 life A suit of armour made of mail. |
| Cloak | thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Emelamina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Dex / +4 Mag / +4 Con Changes resistances: +11% lightning / +9% darkness / +5% arcane Stun/Freeze immunity: +24% Amulets make your neck look great! |
Inventory
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
serendipitous gold amulet of mastery (0.17 Wild-gift / Antimagic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+4 eff.) Changes stats: +10 Lck Talent mastery: +0.17 Wild-gift / Antimagic Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Porulrarin the steel greatmaul (26-38 power, 21 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +21 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +39% When wielded/worn: Changes resistances: +15% acid Changes resistances penetration: +25% temporal Changes damage: +15% blight Spellpower: +25 (+16 eff.) Massive two-handed mauls. |
Rimedare the dwarven-steel greatmaul (42-63 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +20 light When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 4 cold Changes resistances: +9% cold Changes resistances penetration: +15% light Changes damage: +3% arcane / +3% cold Disarm immunity: +35% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.surging yew magestaff of warding (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Maximum wards: +2 lightning Changes damage: +20% lightning Talents granted: +3 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+8 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Xumina the Daymalice (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -3% Damage when hit (Melee): 4 light Changes stats: +4 Cun / +4 Wil Changes resistances: +9% nature Physical save: +7 (+2 eff.) Spell save: +9 (+4 eff.) Mental save: +8 (+4 eff.) Stamina each turn: +0.50 Maximum life: +35.00 Light radius: +3 Infravision radius: +1 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel plate armour 'Xanitira' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% acid / +8% physical / +3% darkness / +8% lightning / +10% fire / +6% nature / +9% cold Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Spell save: +12 (+6 eff.) Silence immunity: +10% Disarm immunity: +28% Stun/Freeze immunity: +25% Knockback immunity: +25% Healing mod.: +5% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe 'Dazzlebiter' (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +8 Changes stats: +3 Cun / +2 Str Changes resistances: +12% light / +6% cold Changes damage: +9% light Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Jake the Thalore Berserker level 17
11st Dusk 122nd year of Ascendancy at 05:05 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Jake the Thalore Berserker level 21
52nd Dusk 122nd year of Ascendancy at 19:53 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jake the Thalore Berserker level 20
47th Dusk 122nd year of Ascendancy at 13:38 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Jake the Thalore Berserker level 26
68th Haze 122nd year of Ascendancy at 16:37 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Jake the Thalore Berserker level 25
20th Haze 122nd year of Ascendancy at 21:26 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Jake the Thalore Berserker level 19
34th Dusk 122nd year of Ascendancy at 19:20 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jake the Thalore Berserker level 26
25th Haze 122nd year of Ascendancy at 15:14 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jake the Thalore Berserker level 27
13rd Regrowth 123rd year of Ascendancy at 04:05 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jake the Thalore Berserker level 10
6th Mirth 122nd year of Ascendancy at 06:34 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Jake the Thalore Berserker level 20
36th Dusk 122nd year of Ascendancy at 05:37 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Jake the Thalore Berserker level 18
33rd Dusk 122nd year of Ascendancy at 16:27 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Jake the Thalore Berserker level 24
6th Haze 122nd year of Ascendancy at 14:44 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Jake the Thalore Berserker level 22
3rd Haze 122nd year of Ascendancy at 05:53 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jake the Thalore Berserker level 8
3rd Mirth 122nd year of Ascendancy at 01:55 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jake the Thalore Berserker level 21
53rd Dusk 122nd year of Ascendancy at 08:12 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jake the Thalore Berserker level 21
52nd Dusk 122nd year of Ascendancy at 14:45 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Jake the Thalore Berserker level 24
5th Haze 122nd year of Ascendancy at 17:00 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jake the Thalore Berserker level 16
8th Flare 122nd year of Ascendancy at 23:37 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Jake the Thalore Berserker level 26
59th Haze 122nd year of Ascendancy at 13:36 see stats
Log
Jake is cut deeply.
Salerin the maulotaur's Steady Shot hits Jake for 185 physical damage.
Deep Wound from Salerin the maulotaur hits Jake for 41 physical damage.
Salerin the maulotaur shoots!
Jake uses Death Dance.
Jake performs a melee critical strike against Xorn!
You collect a new ingredient: xorn fragment (1).
Jake performs a melee critical strike against Fox!
Salerin the maulotaur evades Jake.
Salerin the maulotaur's Shoot performs a ranged critical strike against Jake!
Jake hits Fox for 591 physical damage.
Jake hits Xorn for 592 physical damage.
Salerin the maulotaur's Shoot hits Jake for 109 physical damage.
Salerin the maulotaur is no longer evading attacks.
Jake killed Xorn!
Jake killed Fox!
Deep Wound from Salerin the maulotaur hits Jake for 41 physical damage.
Jake uses Fearless Cleave.
Jake misses Salerin the maulotaur.
Salerin the maulotaur uses Headshot.
Deep Wound from Salerin the maulotaur hits Jake for 41 physical damage.
Salerin the maulotaur's Headshot performs a ranged critical strike against Jake!
Salerin the maulotaur's Headshot hits Jake for 287 physical damage.
Salerin the maulotaur uses Steady Shot.
Salerin the maulotaur's Steady Shot hits Jake for 153 physical damage.
Jake the level 29 thalore berserker was impaled to death by Salerin the maulotaur on level 1 of Ruined Dungeon.
Jake no longer revels in blood quite so much.
Jake's rage subsides!




































































