











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 38 / 96% |
Size | big |
Lifes / Deaths | Killed by faerlhing at level 38 on the 36th Profit 123rd year of Ascendancy at 17:41 / 1 |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 52 (base 54) |
Constitution | 78 (base 50) |
Magic | 67 (base 35) |
Willpower | 68 (base 30) |
Cunning | 75 (base 31) |
Resources
Equilibrium | 20 |
Life | -302/1498 |
Positive | 161/161 |
Stamina | 301/386 |
Paradox | 300 |
Healing Factor | 1.6125372656298 |
Regeneration | 16.176492358713 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Stealth | 77.243619901011 |
See Invisible | 77.243619901011 |
Offense: Mainhand
Damage | 273 |
Accuracy | 72 |
Crit Chance | 69% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +25% |
Light | +18% |
Cold | +25% |
Arcane | +29% |
Fire | +37% |
All | 0% |
Offense: Damage Penetration
Lightning | +40% |
Physical | +7% |
Arcane | +25% |
Fire | +25% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 62.084537089062 (100%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 67 |
Spell Save | 76 |
Mental Save | 69 |
Defense: Resistances
Physical | + 23%( 70%) |
Lightning | + 32%( 70%) |
Darkness | + 44%( 70%) |
Temporal | + 25%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 20%( 70%) |
Fire | + 42%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Teleport Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Constitution 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 effect and reduce all damage taken by 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 937% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: OxygenUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 254 stamina and air over 10 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.75 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blink drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.75 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
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 successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength 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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 336. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 2.0 T3 feet armor [Ego++] Psionic While equipped: Stats +8 Wil +3 Cun +4 Con dps ---------- Mind.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Phys.save +11 (+3 eff.) Spell.save +7 (+1 eff.) Mind.save +10 (+2 eff.) Blindside: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Quiver | ![]() 3.0 T3 arrow ammo [Random Unique] Arcane/Master/Psionic Power 44.0 - 61.6 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 17 Rld cld 4 Ranged+ +4 temporal +20 mind On Hit.r1 +16 temporal On Crit.r2 +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to reduce all saves and defense by 42 On Crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +12% fire Res.pen +15% lightning Melee Ret 10 lightning ----- def ----- Resists +9% lightning +30% fire ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 34 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 27 light Ranged+ 17 light Dmg.mod +12% light Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Cun +7 Con ----- def ----- Armour +16 Defense +14 (+4 eff.) Resists +9% lightning Stealth +11 Heal.mod +20% A belt that goes around your waist. |
In main hand | ![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 40% Wil, 50% Mag, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. This object's appearance was changed to dwarven-steel greatsword. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 9 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Str +4 Wil +6 Cun +3 Con dps ---------- Mind.pwr +30 (+7 eff.) Acc +15 (+4 eff.) ----- def ----- Armour +11 Defense +20 (+6 eff.) Fatigue +22% Resists +12% blight +21% darkness ---------- misc Max.stam +30.00 Light +2 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee Ret 4 temporal ----- def ----- Armour +4 Defense +12 (+4 eff.) Resists +12% darkness Mind.save +15 (+4 eff.) Max.HP +100.00 Cut- +20% Teleport- +20% 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 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +11 Lck dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Unseen.red 11% ---------- misc Masteries +0.25 Technique/Conditioning +0.25 Technique/Two-handed assault Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 31.5 - 44.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +13 blight +16 arcane +20 cold On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +6 Wil dps ---------- Dmg.mod +15% blight Melee Ret 8 fire ----- def ----- Disease- +30% ---------- misc Mana/s.crit +2.00 Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Mind Uses 90% Wil, 50% Mag, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +12% temporal ----- def ----- Defense +15 (+4 eff.) Resists +6% blight +12% light Phys.save +5 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +7 (+2 eff.) Heal.mod +10% Blind- +20% ---------- misc Equi/ret +1.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% Resists +10% fire +9% cold ---------- misc Max.enc +30 A belt that goes around your waist. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +2 Mag +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +20% darkness +19% physical Res.pen +11% darkness +14% physical On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +20% nature +11% all Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +10.00 Max.vim +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Spell.pwr +25 (+8 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Armour +3 Fatigue -8% Phys.save +11 (+3 eff.) Mind.save +9 (+2 eff.) ---------- misc Max.enc +31 Hate/m.crit +5.00 A pair of boots made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str +6 Dex +5 Cun +8 Con ----- def ----- Armour +11 Fatigue +22% Resists +8% physical Phys.save +17 (+4 eff.) ---------- misc See.Invis +9 A suit of armour made of metal plates. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Rare] Disrupt Power 46.0 - 55.2 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +20 cold On Hit.r1 +20 cold On Hit: * 20 arcane resource burn On Crit: * Deals 124 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% 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. |
Achievements
By Vall the Dwarf Berserker level 32
22nd Gold 123rd year of Ascendancy at 03:37 see stats
By Vall the Dwarf Berserker level 32
20th Gold 123rd year of Ascendancy at 04:22 see stats
By Vall the Dwarf Berserker level 38
34th Profit 123rd year of Ascendancy at 16:42 see stats
By Vall the Dwarf Berserker level 16
19th Dearth 122nd year of Ascendancy at 17:12 see stats
By Vall the Dwarf Berserker level 8
28th Voratun 122nd year of Ascendancy at 14:06 see stats
By Vall the Dwarf Berserker level 33
26th Gold 123rd year of Ascendancy at 11:19 see stats
By Vall the Dwarf Berserker level 38
28th Profit 123rd year of Ascendancy at 07:36 see stats
By Vall the Dwarf Berserker level 20
20th Loss 122nd year of Ascendancy at 19:59 see stats
By Vall the Dwarf Berserker level 37
20th Stralite 123rd year of Ascendancy at 09:01 see stats
By Vall the Dwarf Berserker level 21
22nd Loss 122nd year of Ascendancy at 19:13 see stats
By Vall the Dwarf Berserker level 30
17th Gold 123rd year of Ascendancy at 15:01 see stats
By Vall the Dwarf Berserker level 25
26th Iron 123rd year of Ascendancy at 06:56 see stats
By Vall the Dwarf Berserker level 10
15th Wealth 122nd year of Ascendancy at 19:28 see stats
By Vall the Dwarf Berserker level 20
20th Loss 122nd year of Ascendancy at 01:47 see stats
By Vall the Dwarf Berserker level 30
16th Gold 123rd year of Ascendancy at 07:04 see stats
By Vall the Dwarf Berserker level 22
16th Shortage 122nd year of Ascendancy at 11:08 see stats
By Vall the Dwarf Berserker level 19
44th Dearth 122nd year of Ascendancy at 03:07 see stats
By Vall the Dwarf Berserker level 37
27th Profit 123rd year of Ascendancy at 15:43 see stats
By Vall the Dwarf Berserker level 5
17th Voratun 122nd year of Ascendancy at 20:54 see stats
By Vall the Dwarf Berserker level 36
18th Stralite 123rd year of Ascendancy at 13:19 see stats
By Vall the Dwarf Berserker level 19
19th Loss 122nd year of Ascendancy at 11:10 see stats
By Vall the Dwarf Berserker level 37
42nd Stralite 123rd year of Ascendancy at 22:30 see stats
By Vall the Dwarf Berserker level 25
26th Iron 123rd year of Ascendancy at 05:14 see stats
By Vall the Dwarf Berserker level 16
19th Dearth 122nd year of Ascendancy at 21:16 see stats
By Vall the Dwarf Berserker level 31
19th Gold 123rd year of Ascendancy at 22:00 see stats
Log
Faerlhing's arcane area effect hits Vall for (19 flat reduction), (211 shifted), 0 arcane (0 total damage).
Faerlhing's arcane area effect hits Faerlhing for 270 arcane damage.
Phantasmal Shield hits Faerlhing for (164 absorbed), (164 mana), 0 light (0 total damage).
Phantasmal Shield hits Vall for (19 flat reduction), 106 light (106 total damage).
Faerlhing's arcane area effect hits Vall for (19 flat reduction), 362 arcane (362 total damage).
Vall killed Faerlhing!
Faerlhing misses Vall.
Vall is recovering from the damage!
Bleeding from Vall hits Faerlhing for 18 fire, 12 cold, 16 lightning, 13 arcane (59 total damage).
Faerlhing's arcane area effect hits Vall for (19 flat reduction), (211 shifted), 0 arcane, (19 flat reduction), 211 arcane (211 total damage).
Faerlhing's arcane area effect hits Faerlhing for 270 arcane damage.
Faerlhing's arcane area effect hits Vall for (19 flat reduction), 362 arcane (362 total damage).
Bleeding from Vall killed Faerlhing!
Vall uses Infusion: Regeneration.
Vall starts regenerating health quickly.
Berserker Rage's rage subsides!
Vall casts Rune: Reflection Shield.
A shield forms around Vall.
Your shield crumbles under the damage!
The shield around Vall crumbles.
Faerlhing's arcane area effect hits Vall for (19 flat reduction), (5 absorbed), 205 arcane (205 total damage).
Faerlhing's arcane area effect hits Vall for (19 flat reduction), (430 absorbed), 0 arcane (0 total damage).
Vall is affected by the glimmerstone!
Faerlhing's arcane area effect hits Vall for (19 flat reduction), 211 arcane (211 total damage).
Faerlhing's arcane area effect hits Vall for (19 flat reduction), 430 arcane (430 total damage).
Vall the level 38 dwarf berserker was mana-torn to death by a faerlhing on level 2 of Ardhungol.
Vall no longer revels in blood quite so much.