










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 19 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Xanuminne the degenerated skeleton archer at level 19 on the 6th Loss 122nd year of Ascendancy at 17:20 / 1 |
Primary Stats
| Strength | 65 (base 47) |
| Dexterity | 13 (base 11) |
| Constitution | 47 (base 38) |
| Magic | 11 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -140/725 |
| Stamina | 113/176 |
| Vim | 172/172 |
| Healing Factor | 1.3823364354647 |
| Regeneration | 7.2728822936528 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 36 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Physical | +6% |
| Arcane | +3% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 27 |
| Mental Save | 29 |
Defense: Resistances
| Lightning | + 56%( 70%) |
| Light | + 13%( 70%) |
| Nature | + 13%( 70%) |
| Arcane | + 13%( 70%) |
| Mind | + 15%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 10% |
| Stun Resistance | 27% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| 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 220 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.17 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You abandoned lost defiler, to death. Escort: lost defiler (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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. | 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. | 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 |
Equipment
| On feet | [vs. Salawe (0 def, 3 armour) (On feet)]Salawe (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1(-) Str +3(-) Wil +2(-) Cun dps ---------- Dmg.mod +6%(-) physical Melee Ret 8(-) acid ----- def ----- Armour +3 (-) Fatigue +2% (-) Phys.save +5 (+2 eff.) (-) Spell.save +9 (+4 eff.) (-) Mind.save +5 (+2 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. survivor's brass lantern of clarity (Light source)]survivor's brass lantern of clarity 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+2 eff.) (-) Mind.save +6 (+3 eff.) (-) Heal.mod +12% (-) ---------- misc Light +3 (-) See.Stealth +6 (-) See.Invis +8 (-) 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 | [vs. bladed iron helm of might (0 def, 3 armour) (On head)]bladed iron helm of might (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6(-) Str +3(-) Con dps ---------- Phys.pwr +3 (+1 eff.) (-) ----- def ----- Armour +3 (-) Fatigue +5% (-) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 158.2 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. overpowered ash totem of healing [power 290] (19 cooldown) (Tool)]overpowered ash totem of healing [power 290] (19 cooldown) 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. titan's copper ring (On fingers, 1 of 2)]titan's copper ring 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3(-) Con ----- def ----- Phys.save +6 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. titan's copper ring (On fingers, 1 of 2)]Polemina the Rotoblivion 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +0(-3) Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning +6% mind +3% nature +3% light Crit.chn- 15.00% Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Disarm- +10% Confus- +20% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 (-) Fatigue -10% (-) Max.HP +40.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | [vs. Stormfront (136% power, 15 apr) (In main hand)]Stormfront (136% power, 15 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 (-) Crit +5.0% (-) Atk.spd 100% (-) Melee+ +15(-) lightning +15(-) cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12%(-) lightning +12%(-) cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| On hands | [vs. brawler's iron gauntlets of spellstriking (0 def, 1 armour) (On hands)]brawler's iron gauntlets of spellstriking (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2(-) Str +2(-) Dex +3(-) Mag +3(-) Wil +2(-) Cun dps ---------- Spell.pwr +4 (+4 eff.) (-) Melee+ 4(-) arcane Dmg.mod +3%(-) arcane ----- def ----- Armour +1 (-) Fatigue +1% (-) Resists +3%(-) arcane Phys.save +5 (+2 eff.) (-) ---------- misc Cooldown Double Strike -1(-) Unarmed combat: Power 97% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 (-) Apr +3 (-) Crit +6.0% (-) Atk.spd 83% (-) Melee+ +5(-) arcane On Hit: 10% Set Up 1 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Eel-skin armour (16 def, 0 armour) (Main armor)]Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3(-) Cun +2(-) Dex ----- def ----- Defense +16 (+13 eff.) (-) Fatigue +2% (-) Resists +15%(-) lightning Poison- +50% (-) Pinning- +50% (-) On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 38.43 to 115.28 lightning damage (76.86 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | [vs. enveloping linen cloak of protection (7 def, 0 armour) (Cloak)]enveloping linen cloak of protection (7 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+4 eff.) (-) Phys.save +5 (+2 eff.) (-) Spell.save +5 (+2 eff.) (-) Mind.save +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. grounding gold amulet of mastery (0.17 Cunning / Survival) (Around neck)]grounding gold amulet of mastery (0.17 Cunning / Survival) 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12%(-) lightning Stun/Frz- +27% (-) ---------- misc Masteries +0.17(-) Cunning/Survival Amulets make your neck look great! |
Inventory
[vs. Infusion: Movement [movement infusion of the warrior (speed 590%; cd 15)] (on body)]movement infusion of the warrior (speed 708%; cd 13) 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 708% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)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. |
Prismatic Rune (6 turns; acid, temporal, light, blight, nature, physical)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: 5 acid, 5 temporal, 3 light, 5 blight, 4 nature, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. grounding gold amulet of mastery (0.17 Cunning / Survival) (Around neck)]copper amulet 0.1 T1 amulet jewelry [Normal] While equipped: ----- def ----- Resists +0%(-12%) lightning Stun/Frz- +0% (-27%) ---------- misc Masteries +0.00(-0.17) Cunning/Survival Amulets make your neck look great! |
[vs. grounding gold amulet of mastery (0.17 Cunning / Survival) (Around neck)]copper amulet 0.1 T1 amulet jewelry [Normal] While equipped: ----- def ----- Resists +0%(-12%) lightning Stun/Frz- +0% (-27%) ---------- misc Masteries +0.00(-0.17) Cunning/Survival Amulets make your neck look great! |
[vs. grounding gold amulet of mastery (0.17 Cunning / Survival) (Around neck)]copper amulet 0.1 T1 amulet jewelry [Normal] While equipped: ----- def ----- Resists +0%(-12%) lightning Stun/Frz- +0% (-27%) ---------- misc Masteries +0.00(-0.17) Cunning/Survival Amulets make your neck look great! |
[vs. grounding gold amulet of mastery (0.17 Cunning / Survival) (Around neck)]copper amulet of strength (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +0%(-12%) lightning Stun/Frz- +0% (-27%) ---------- misc Masteries +0.00(-0.17) Cunning/Survival Amulets make your neck look great! |
[vs. titan's copper ring (On fingers, 1 of 2)]copper ring 0.1 T1 ring jewelry [Normal] While equipped: Stats +0(-3) Con ----- def ----- Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. titan's copper ring (On fingers, 1 of 2)]copper ring 0.1 T1 ring jewelry [Normal] While equipped: Stats +0(-3) Con ----- def ----- Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. titan's copper ring (On fingers, 1 of 2)]copper ring 0.1 T1 ring jewelry [Normal] While equipped: Stats +0(-3) Con ----- def ----- Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. titan's copper ring (On fingers, 1 of 2)]titan's copper ring 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3(-) Con ----- def ----- Phys.save +6 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. titan's copper ring (On fingers, 1 of 2)]steel ring 0.1 T2 ring jewelry [Normal] While equipped: Stats +0(-3) Con ----- def ----- Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Stormfront (136% power, 15 apr) (In main hand)]hateful dwarven-steel greatmaul (151% power, 2 apr) 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Psionic Power 152% (+15%) Range: 1.5x (+0.0x) Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-13) Crit +1.5% (-3.5%) Atk.spd 100% (-) Melee+ +0(-15) lightning +0(-15) cold +7 darkness Against +10% Living On Crit: - inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +0%(-12%) lightning +0%(-12%) cold Massive two-handed mauls. |
[vs. Stormfront (136% power, 15 apr) (In main hand)]Cyrivena the cured leather sling 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Apr +0 (-15) Crit +0.0% (-5.0%) Atk.spd 100% (-) Range +7 Melee+ +0(-15) lightning +0(-15) cold Ranged+ +4 arcane On Crit.r2 +20 mind On Crit: - inflicts either shocked or wet, chosen at random While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +0%(-12%) lightning +0%(-12%) cold +15% arcane Res.pen +15% mind ----- def ----- Resists +5% arcane Slings are used to hurl stones or metal shots at your foes. |
[vs. Eel-skin armour (16 def, 0 armour) (Main armor)]prismatic dwarven-steel mail armour of lightning resistance (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane/Master While equipped: Stats +0(-3) Cun +0(-2) Dex ----- def ----- Armour +8 Defense +3 (+3 eff.) (-13 (-10 eff.)) Fatigue +12% (+10%) Resists +17%(+2%) lightning +13% light +12% darkness Poison- +0% (-50%) Pinning- +0% (-50%) A suit of armour made of mail. |
6 agate0.0 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
6 ametrine0.0 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. |
8 citrine0.0 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. |
11 zircon0.0 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. |
aquamarine0.0 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. |
5 opal0.0 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. |
3 topaz0.0 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. |
47 alchemist agate0.0 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. |
[vs. survivor's brass lantern of clarity (Light source)]Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Heal.mod +10% (-2%) ---------- misc Light +5 (+2) See.Stealth +0 (-6) See.Invis +0 (-8) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
[vs. overpowered ash totem of healing [power 290] (19 cooldown) (Tool)]Bizzare Contraption 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
[vs. overpowered ash totem of healing [power 290] (19 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) 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. |
[vs. overpowered ash totem of healing [power 290] (19 cooldown) (Tool)]Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. overpowered ash totem of healing [power 290] (19 cooldown) (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Hak the Dwarf Berserker level 10
9th Profit 122nd year of Ascendancy at 17:07 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hak the Dwarf Berserker level 10
9th Profit 122nd year of Ascendancy at 17:05 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Hak the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 13:38 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Hak the Dwarf Berserker level 8
1st Acquisition 122nd year of Ascendancy at 10:29 see stats
Log
Hak misses Xanuminne the degenerated skeleton archer.
Gloryriabrera the skeleton warrior casts Empathic Hex.
Hak is hexed.
Xanuminne the degenerated skeleton archer uses Steady Shot.
Xanuminne the degenerated skeleton archer's Steady Shot performs a ranged critical strike against Hak!
Xanuminne the degenerated skeleton archer casts Curse of Vulnerability.
Hak is cursed.
Hak is cut deeply.
Xanuminne the degenerated skeleton archer's Steady Shot hits Hak for 210 physical, 12 cold (222 total damage).
Degenerated skeleton archer's Shoot hits Hak for 24 physical damage.
Hak stops burning.
Deep Wound from Xanuminne the degenerated skeleton archer hits Hak for 25 physical damage.
Curse of Death from Gloryriabrera the skeleton warrior hits Hak for 25 darkness damage.
Degenerated skeleton archer shoots!
Hak uses Infusion: Healing.
Hak's deep wound closes.
Hak receives 44 healing from Infusion: Healing.
Hak uses Infusion: Regeneration.
Hak starts regenerating health quickly.
Gloryriabrera the skeleton warrior casts Pacification Hex.
Hak is hexed!
Xanuminne the degenerated skeleton archer shoots!
Degenerated skeleton archer's Shoot hits Hak for 21 physical damage.
Xanuminne the degenerated skeleton archer's Shoot performs a ranged critical strike against Hak!
Xanuminne the degenerated skeleton archer's Shoot hits Hak for 110 physical damage.
Hak the level 19 dwarf berserker was cleaved to death by Xanuminne the degenerated skeleton archer on level 2 of Ruined halfling complex.
Hak's rage subsides!
Hak no longer revels in blood quite so much.














































































