











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 18 / 74% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 18 on the 38th Profit 122nd year of Ascendancy at 09:08 / 1 |
Primary Stats
Strength | 63 (base 46) |
Dexterity | 16 (base 11) |
Constitution | 45 (base 36) |
Magic | 12 (base 10) |
Willpower | 24 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -164/722 |
Stamina | 101/216 |
Healing Factor | 1.2511689881047 |
Regeneration | 0.31279224702619 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
See Invisible | 15 |
Offense: Mainhand
Damage | 121 |
Accuracy | 53 |
Crit Chance | 4% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Physical | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +24% |
Light | +19% |
Nature | +19% |
Mind | +14% |
All | +9% |
Defense: Base
Armour (hardiness) | 21.08934837382 (81.151787968034%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 19 |
Physical Save | 43 |
Spell Save | 22 |
Mental Save | 23 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 3%( 70%) |
Physical | + 6%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Light | + 19%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 494% 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 Dexterity stat. |
Class Talents
Technique / Two-handed assault | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +6% physical Res.pen +5% nature Apr +1 ----- def ----- Armour +1 Stealth +5 Die.at -20.00 life ---------- misc Max.stam +30.00 See.Invis +6 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +2 Mag dps ---------- Res.pen +5% nature Melee Ret 2 mind ----- def ----- Crit.chn- 5.00% Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil +1 Cun ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 Infravis +3 A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag +7 Wil +1 Con dps ---------- Res.pen +5% mind ----- def ----- Fatigue -5% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Resists +3% mind +3% light Max.HP +30.00 A belt that goes around your waist. |
In main hand | ![]() 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% all Acc +16 (+5 eff.) Apr +10 Massive two-handed mauls. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 See.Invis +9 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 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% acid Melee Ret 2 physical ----- def ----- Armour +7 Defense +10 (+5 eff.) Fatigue +22% Resists +6% physical Phys.save +12 (+4 eff.) A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal +3% light +3% blight 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 [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +13% light +10% darkness Blind- +26% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 454% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 160 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 83 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 107 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +23% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +24.00 Disarm- +20% Pinning- +32% Knockbk- +29% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Ego] Nature Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 153% 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% On Hit.r1 +17 fire On Crit.r2 +16 arcane +16 darkness While equipped: dps ---------- Dmg.mod +12% light ---------- misc Light +1 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +0.5% Atk.spd 100% Phasing +16% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +8 physical While equipped: dps ---------- Res.pen +5% light ----- def ----- Defense +5 (+2 eff.) ---------- misc Max.stam +20.00 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 111% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Psionic Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit.r1 +20 cold On Crit.r2 +8 cold While equipped: Stats +2 Mag +2 Wil ----- def ----- Resists +6% cold ---------- misc See.Invis +3 Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil +1 Cun dps ---------- Crit.mult +5.00% Spell.pwr +8 (+8 eff.) Mind.pwr +5 (+2 eff.) Res.pen +15% mind ---------- misc Equi/ret +0.16 Hate/m.crit +2.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Psionic Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 mind +4 physical On Hit: * 14% chance to reduce all saves and defense by 15 While equipped: Stats +2 Dex +2 Wil +3 Cun dps ---------- Mind.pwr +5 (+2 eff.) Apr +3 ---------- misc Max.stam +20.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% 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 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +6% fire Acc +4 (+1 eff.) Apr +6 ----- def ----- Defense +1 (+0 eff.) Resists +12% acid ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) ----- def ----- Resists +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Spell.save +6 (+3 eff.) Mind.save +19 (+9 eff.) Poison- +10% Disease- +20% ---------- misc Equi/ret +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +14.00 Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Cun dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +3% cold ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Res.pen +25% darkness Melee Ret 2 acid ----- def ----- Armour +2 Defense +1 (+0 eff.) Die.at -40.00 life ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +3 Cun ----- def ----- Armour +11 Defense +9 (+4 eff.) Fatigue +12% Resists +12% cold +12% nature +6% light Mind.save +14 (+7 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +10 Fatigue +22% Resists +8% acid +5% cold Mind.save +12 (+6 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) Melee Ret 2 light ----- def ----- Defense +5 (+2 eff.) Resists +3% fire Phys.save +3 (+1 eff.) Max.HP +40.00 Disease- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 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. |
Achievements
By Gutsy the Dwarf Berserker level 10
3rd Acquisition 122nd year of Ascendancy at 03:20 see stats
By Gutsy the Dwarf Berserker level 16
26th Profit 122nd year of Ascendancy at 23:31 see stats
By Gutsy the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 07:50 see stats
By Gutsy the Dwarf Berserker level 12
4th Profit 122nd year of Ascendancy at 11:58 see stats
Log
Epidemic from Worm that walks hits Gutsy for 63 blight damage.
Worm that walks hits Gutsy for 134 blight damage.
Bleeding from Gutsy hits Worm that walks for 24 physical damage.
Gutsy uses Fearless Cleave.
Gutsy hits Carrion worm mass for 150 physical damage.
Worm that walks uses Blindside.
Worm that walks misses Gutsy.
Worm that walks receives 10 healing from Ruin.
Melee retaliation hits Worm that walks for 1 physical, 1 mind (2 total damage).
Worm that walks hits Gutsy for 10 physical, 8 darkness, 23 blight (41 total damage).
Carrion worm mass hits Gutsy for 8 physical damage.
Melee retaliation hits Carrion worm mass for 1 physical, 1 mind (2 total damage).
Epidemic from Worm that walks hits Gutsy for 63 blight damage.
Worm that walks stops bleeding.
Gutsy uses Infusion: Wild.
Gutsy lessens the pain.
Gutsy uses Fearless Cleave.
A carrion worm mass has spawned from worm that walks' wounds!
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Carrion worm mass's wormblight area effect hits Gutsy for 3 blight damage.
Gutsy hits Worm that walks for 147 physical damage.
Gutsy hits Carrion worm mass for 152 physical damage.
Gutsy killed Carrion worm mass!
Epidemic from Worm that walks hits Gutsy for 45 blight damage.
Worm that walks casts Drain.
Worm that walks hits Gutsy for 156 blight damage.
Gutsy the level 18 dwarf berserker was fouled to death by a worm that walks on level 2 of Old Forest.