










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 24 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by dread at level 24 on the 50th Regrowth 123rd year of Ascendancy at 04:24 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 63 (base 54) |
| Dexterity | 20 (base 11) |
| Constitution | 66 (base 49) |
| Magic | 8 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -41/860 |
| Psi | 105/105 |
| Stamina | 111/161 |
| Equilibrium | 0 |
| Healing Factor | 1.8259322033898 |
| Regeneration | 152.15493050847 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 18.097534654637 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 41 |
| Crit Chance | 70% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Lightning | +9% |
| Mind | +15% |
| All | +0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 65.08934837382 (81.030927835052%) |
| Defense | 21 |
| Ranged Defense | 24 |
| Fatigue | 34 |
| Physical Save | 46 |
| Spell Save | 13 |
| Mental Save | 25 |
Defense: Resistances
| Acid | 24%( 70%) |
| Blight | 44%( 70%) |
| Physical | 22%( 70%) |
| Cold | 65%( 70%) |
| All | 17%( 70%) |
| Lightning | 34%( 70%) |
| Mind | 32%( 70%) |
| Fire | 27%( 70%) |
| Nature | 42%( 70%) |
Defense: Immunities
| Pinning Resistance | 90% |
| Bleed Resistance | 20% |
| Confusion Resistance | 30% |
| Stun Resistance | 100% |
| Disarm Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 22 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.20 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 50%. Berserker Rage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 80.48 life per turn. Regeneration |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 32.22 fire damage, and talent cooldowns are increased by 43% plus 1 turn. Burning Hex |
| beneficial effect | You gain 22% resistance against cold. Resolve |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton master archer. Escort: worried loremaster (level 4 of Dreadfell) | failed |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed vial of squid ink. The Brotherhood of Alchemists* &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; * You&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +15% mind Changes damage: +9% mind Critical mult.: +10.00% Life regen: +2.60 Hate when firing a critical mind attack: +4.00 Healing mod.: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | brass lantern &039;Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes resistances: +12% lightning / +9% mind / +3% all Spell save: +5 (+5 eff.) Light radius: +2 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 | Guma (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +5 Cun / +4 Dex Changes resistances: +8% acid / +9% lightning / +10% blight / +16% cold / +10% nature / +12% fire Allows you to breathe in: water Physical save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe &039; (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +7.0% Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +1 Str Changes damage: +6% blight Physical save: +12 (+4 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: 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 85% 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 can have magical properties. |
| On fingers | steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Cut immunity: +20% Disarm immunity: +25% Confusion immunity: +20% Pinning immunity: +34% Stun/Freeze immunity: +15% Knockback immunity: +26% Maximum life: +26.00 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Vorynn the dwarven-steel greatsword (140% power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 140% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +10 temporal / +14 nature When wielded/worn: Changes stats: +1 Wil / +4 Con Changes resistances: +9% mind Changes damage: +6% mind Grants telepathy: Humanoid/Orc Massive two-handed swords. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Lisuseta the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +6% physical Reduces incoming crit damage: 15.00% Physical save: +14 (+5 eff.) Light radius: +2 A suit of armour made of metal plates. |
| Cloak | Shinebile (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes damage: +9% lightning Maximum life: +32.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.6 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
Inventory
This item will automatically be transmogrified when you leave the level.invisibility rune (power 9 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 73 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 73 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
IslaldaminaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% acid / +11% mind / +9% light Poison immunity: +15% Disease immunity: +5% Cut immunity: +5% Confusion immunity: +28% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
Yvena the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +4% physical / +15% light / +15% darkness Blindness immunity: +32% Cut immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +20% Amulets can have magical properties. |
restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +0.90 Amulets can have magical properties. |
savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Physical save: +14 (+5 eff.) Spell save: +10 (+8 eff.) Mental save: +11 (+6 eff.) Amulets can have magical properties. |
steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% physical Stamina each turn: +0.20 Amulets can have magical properties. |
warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% physical Stamina each turn: +0.40 Amulets can have magical properties. |
BetittaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun / +6 Wil Changes resistances: +18% nature / +6% temporal Spell save: +12 (+9 eff.) Mindpower: +9 (+6 eff.) Rings can have magical properties. |
gladiator&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +4 Con Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.20 Rings can have magical properties. |
marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
titan&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe (138% power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
balanced steel greatmaul of massacre (147% power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 147% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+5 eff.) Disarm immunity: +28% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.yew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.thorny mindstar (97% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+5 eff.) Mental crit. chance: +3% 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. |
vined mindstar &039; (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +2 Wil Changes resistances: +9% nature Physical save: +4 (+2 eff.) Mental save: +15 (+8 eff.) Mindpower: +4 (+4 eff.) Mental crit. chance: +5% 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. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 138% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it& |
This item will automatically be transmogrified when you leave the level.potent ash starstaff of warding (117% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Maximum wards: +2 darkness Changes damage: +18% darkness Talents granted: +1 Command Staff +2 Ward Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Dritoldil the rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +1 Dex / +3 Con Changes resistances: +6% acid / +6% blight Changes resistances penetration: +20% physical Changes damage: +3% physical A belt that goes around your waist. |
Glorida the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +8 (+2 eff.) Changes stats: +2 Dex Changes resistances: +12% mind Changes resistances penetration: +15% mind Physical save: +6 (+2 eff.) Mindpower: +3 (+3 eff.) A belt that goes around your waist. |
Amiratir the Shockspire (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +4 Wil / +2 Cun / +2 Con Changes resistances penetration: +10% lightning / +10% mind Hate when firing a critical mind attack: +2.00 Mindpower: +8 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkvalor the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +12% darkness / +3% blight / +18% cold / +3% nature / +6% fire Changes damage: +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Mana each turn: +0.13 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregigorn the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% lightning / +6% temporal / +1% physical Silence immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +5% Only die when reaching: -40.00 life A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Lustrerigor the pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 16 light Changes resistances penetration: +10% acid Changes damage: +9% light / +6% acid Light radius: +2 Infravision radius: +1 A pair of boots made of leather. |
Aeriretira (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +3 Str / +4 Wil / +3 Con Changes resistances: +6% light / +18% cold Talent mastery: +0.20 Technique / Grappling Blindness immunity: +15% Disease immunity: +10% Disarm immunity: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
Brenuneg the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +2 Changes stats: +3 Dex Changes resistances: +9% acid / +6% fire / +12% nature Spell save: +12 (+9 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bilecut (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +5 Dex Changes resistances: +14% darkness / +12% mind / +3% nature Changes resistances penetration: +10% nature Changes damage: +15% mind Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +18% cold / +12% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +19% fire / +13% light / +11% darkness A suit of armour made of leather. |
Galonik the dwarven-steel plate armour (14 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +14 (+7 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +24% Changes stats: +3 Str / +5 Dex Changes resistances: +21% acid Life regen: +0.40 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +17% cold Talent granted: +3 Block Handheld deflection devices. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots of accuracy (20/20, 142% power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
9th Allure 123rd year of Ascendancy at 22:35 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By GreenFury the Thalore Berserker level 15
75th Haze 122nd year of Ascendancy at 03:56 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GreenFury the Thalore Berserker level 10
17th Haze 122nd year of Ascendancy at 06:44 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By GreenFury the Thalore Berserker level 17
4th Allure 123rd year of Ascendancy at 07:19 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By GreenFury the Thalore Berserker level 22
26th Regrowth 123rd year of Ascendancy at 13:23 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
9th Allure 123rd year of Ascendancy at 22:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By GreenFury the Thalore Berserker level 10
17th Haze 122nd year of Ascendancy at 06:42 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By GreenFury the Thalore Berserker level 20
18th Regrowth 123rd year of Ascendancy at 00:45 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By GreenFury the Thalore Berserker level 13
58th Haze 122nd year of Ascendancy at 16:59 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By GreenFury the Thalore Berserker level 24
49th Regrowth 123rd year of Ascendancy at 14:57 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By GreenFury the Thalore Berserker level 7
5th Haze 122nd year of Ascendancy at 19:09 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By GreenFury the Thalore Berserker level 18
9th Allure 123rd year of Ascendancy at 22:35 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By GreenFury the Thalore Berserker level 12
39th Haze 122nd year of Ascendancy at 04:29 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By GreenFury the Thalore Berserker level 16
8th Decay 122nd year of Ascendancy at 13:33 see stats
Log
Barrow wight misses GreenFury.
Dreadmaster resists the mind attack!
Dreadmaster hits GreenFury for 42 physical damage.
GreenFury hits Dreadmaster for 1 mind damage.
GreenFury is invigorated by the attack!
GreenFury is invigorated by the attack!
Grave wight&1133F3LASTLAST039;s glacial vapour area effect hits Barrow wight for 4 cold damage.
Grave wight&fbd578LAST1133F3LASTLAST039;s glacial vapour area effect hits Dread for 14 cold damage.
Grave wight&1133F3LASTLAST039;s glacial vapour area effect hits Something for 16 cold damage.
Grave wight&1133F3LASTLAST039;s glacial vapour area effect hits Armoured skeleton warrior for 24 cold damage.
Barrow wight&1133F3LASTLAST039;s glacial vapour area effect hits Barrow wight for 4 cold damage.
Barrow wight&fbd578LAST1133F3LASTLAST039;s glacial vapour area effect hits Dread for 14 cold damage.
Barrow wight&1133F3LASTLAST039;s glacial vapour area effect hits Something for 16 cold damage.
Barrow wight&1133F3LASTLAST039;s glacial vapour area effect hits Armoured skeleton warrior for 24 cold damage.
GreenFury no longer revels in blood quite so much.
Talent Vitality is ready to use.
Talent Death Dance is ready to use.
GreenFury uses Mana Clash.
GreenFury uses Infusion: Regeneration.
GreenFury starts regenerating health quickly.
Saving game...




























































































