










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select Last Escort 1.7.4A very superficial fork to Effigy's "Select First Escort" (which is brilliant ngl) to flip it around so you control the ninth and final escort rather than the first. Makes it feel more like a veto on a string of bad luck rather than something you know you can/should build around early. 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:
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:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 27 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 12 on the 8th Dusk 122nd year of Ascendancy at 12:54 0 / 7Killed by Belagada the giant venus flytrap at level 12 on the 8th Dusk 122nd year of Ascendancy at 13:32 Killed by Belagathra the mean looking elven guard at level 16 on the 22nd Dusk 122nd year of Ascendancy at 17:37 Killed by Glanne the sick wolf at level 18 on the 31st Dusk 122nd year of Ascendancy at 17:58 Killed by Emubretira the carrion worm mass at level 24 on the 7th Haze 122nd year of Ascendancy at 17:19 Killed by Ivavea the yellow ooze at level 27 on the 18th Haze 122nd year of Ascendancy at 13:42 Killed by Emelevena the snow giant boulder thrower at level 27 on the 18th Haze 122nd year of Ascendancy at 15:51 |
| Antimagic | Follower |
Primary Stats
| Strength | 80 (base 57) |
| Dexterity | 31 (base 11) |
| Constitution | 31 (base 21) |
| Magic | 10 (base 10) |
| Willpower | 44 (base 38) |
| Cunning | 21 (base 10) |
Resources
| Life | -177/884 |
| Psi | 124/134 |
| Stamina | 35/263 |
| Equilibrium | 30 |
| Healing Factor | 1.2958714593978 |
| Regeneration | 8.6402838310213 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 45 |
| Crit Chance | 24% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +17% |
| Blight | +3% |
| Nature | +27% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 40.317011280365 (72.903125182002%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 6 |
| Physical Save | 44 |
| Spell Save | 33 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 13%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Pinning Resistance | 31% |
| Disarm Resistance | 62% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Willpower 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -438 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 876 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | 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 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 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
| On feet | Belath the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Armour +1 Resists +7% fire +6% cold Disarm- +20% Pinning- +10% Stun/Frz- +20% A pair of boots made of leather. |
| Light source | brass lantern 'Boltripper'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% lightning +9% nature ----- def ----- Defense +5 (+1 eff.) Resists +18% lightning Phys.save +3 (+1 eff.) Max.HP +44.00 ---------- 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. |
| On head | Offalworth (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Dex +1 Wil dps ---------- Dmg.mod +18% nature +3% lightning Res.pen +5% nature ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +9% lightning Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Max.HP +53.00 Heal.mod +13% ---------- misc Light +1 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 296.2 Physical damage. If the attack hits, the target is confused (34% 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 | iron torque of clear mind [power 1] (25 cooldown)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 Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Polomira'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 30 ----- def ----- Max.HP +43.00 Disarm- +22% Pinning- +21% Knockbk- +41% Rings make your fingers look great! |
| On fingers | gladiator's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
| Around waist | Fogblight the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +5 Wil +5 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +15% acid +12% temporal +6% mind +6% lightning Phys.save +13 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +13 (+6 eff.) A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 40% Wil, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | heroic dwarven-steel gauntlets of butchering (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +6 Fatigue +3% Resists +5% blight Spell.save +9 (+5 eff.) Mind.save +7 (+3 eff.) Max.HP +46.00 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 | impenetrable dwarven-steel mail armour of implacability (3 def, 21 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +21 Defense +3 (+1 eff.) Fatigue +5% Phys.save +9 (+3 eff.) A suit of armour made of mail. |
| Cloak | cashmere cloak 'Nimbusprophet' (38 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Defense +38 (+12 eff.) Resists +3% light +5% arcane Phys.save +10 (+3 eff.) Die.at -40.00 life Disarm- +20% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Scorchbringer0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +8 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% fire Res.pen +10% fire ----- def ----- Fatigue -6% Crit.chn- 10.00% HP.reg +3.00 ---------- misc Stam/turn +0.50 Light +3 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (die at -380; dur 7; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -380 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 760 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -230; dur 5; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -230 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 460 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the sneak (heal 330; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 34%; physical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
blink rune (range 4; phase 22; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+2 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 4 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 128% 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! |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger 'Demonminister' (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 16.5 - 21.4 Physical Uses 40% Wil, 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +9% darkness ---------- misc Hate/m.crit +3.00 Sharp, short and deadly. |
stormbringer's steel greatmaul of crippling (26-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Master Power 26.5 - 39.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +7 lightning +12 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Mov.spd +36% Res.pen +10% lightning +10% cold Massive two-handed mauls. |
Crackleraider the iron greatsword (24-38 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 24.0 - 38.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +4 lightning On Hit: * 20% chance to slow global speed by 58% While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +18% acid Massive two-handed swords. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Yvathra (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +13 cold While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% blight ----- def ----- Spell.save +18 (+8 eff.) ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Blunt and deadly. |
iron mace 'Glareobeisance' (11-15 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 11.0 - 15.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Str +2 Mag +6 Cun dps ---------- Res.pen +25% light ---------- misc Light +3 Blunt and deadly. |
cured leather sling 'Brightwreck'4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +20 arcane While equipped: dps ---------- Res.pen +25% arcane +7% all Acc +10 (+3 eff.) Apr +7 Melee Ret 4 arcane ----- def ----- Resists +6% light Slings are used to hurl stones or metal shots at your foes. |
Magmawinnow (11-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 11.0 - 15.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 blight On Hit.r1 +12 fire On Crit.r2 +12 fire +8 cold On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +2 Str dps ---------- Res.pen +20% fire Apr +4 ----- def ----- Disease- +14% One-handed war axes. |
flaming iron waraxe of daylight (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +5% Undead On Hit.r1 +7 fire One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Flashjustice'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% mind +9% fire ----- def ----- Resists +7% lightning +6% temporal A belt that goes around your waist. |
Xivea (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Cun +1 Con dps ---------- Phys.pwr +10 (+2 eff.) Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +6% light Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Radhychak' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% mind ----- def ----- Defense +6 (+2 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhurafang (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% physical Res.pen +5% physical Acc +15 (+5 eff.) ----- def ----- Armour +1 Phys.save +11 (+4 eff.) Mind.save +10 (+5 eff.) Die.at -80.00 life A pair of boots made of leather. |
fleetfooted pair of iron boots of phasing (4 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayuserin (15 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +35 (+9 eff.) Mind.pwr +15 (+5 eff.) Res.pen +15% mind Apr +3 Melee Ret 4 physical ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 153.42 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
rough leather cap 'Eilinowyn' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Wil +3 Cun +2 Con dps ---------- Phys.crit +3.0% Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life ---------- misc Stam/turn +1.00 Hate/m.crit +2.00 A cap made of leather. |
Galehad the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +3% blight +6% mind +3% light Mind.save +11 (+5 eff.) HP.reg +4.00 Heal.mod +20% Pinning- +10% A suit of armour made of mail. |
Khelygorn (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +2 Dex +4 Wil +5 Cun dps ---------- Phys.crit +5.0% ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +6% blight Phys.save +3 (+1 eff.) Mind.save +13 (+6 eff.) ---------- misc Equi/ret +0.12 A suit of armour made of mail. |
Stormwinter (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +15% acid +9% lightning ---------- misc See.Invis +3 A suit of armour made of mail. |
iron mail armour 'Aerath' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+10 eff.) Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +17% fire ---------- misc Max.hate +10.00 A suit of armour made of mail. |
cleansing dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +7% acid +7% cold +12% nature +12% blight ---------- misc Breathe water A suit of armour made of metal plates. |
Aeryhell (0 def, 4 armour, 81 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Melee+ 10 lightning Melee Ret 5 lightning 10 physical ----- def ----- Armour +4 Fatigue +8% Resists +2% physical ---------- misc Stam/turn +2.00 Talents +1 Block Handheld deflection devices. |
326 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire Max.HP +41.00 ---------- 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. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Aeryth [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% fire Max.HP +40.00 Blind- +10% Silence- +20% Knockbk- +20% Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 233 Base Damage: 112 Armor: 3 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 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. |
soothing ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
4 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. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Too Angry to Die the Cornac Berserker level 19
36th Dusk 122nd year of Ascendancy at 07:19 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Too Angry to Die the Cornac Berserker level 23
70th Dusk 122nd year of Ascendancy at 20:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Too Angry to Die the Cornac Berserker level 10
8th Mirth 122nd year of Ascendancy at 19:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Too Angry to Die the Cornac Berserker level 20
42nd Dusk 122nd year of Ascendancy at 12:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Too Angry to Die the Cornac Berserker level 16
23rd Dusk 122nd year of Ascendancy at 04:26 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Too Angry to Die the Cornac Berserker level 16
22nd Dusk 122nd year of Ascendancy at 14:30 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Too Angry to Die the Cornac Berserker level 10
9th Mirth 122nd year of Ascendancy at 14:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Too Angry to Die the Cornac Berserker level 13
13rd Dusk 122nd year of Ascendancy at 20:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Too Angry to Die the Cornac Berserker level 25
8th Haze 122nd year of Ascendancy at 01:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Too Angry to Die the Cornac Berserker level 18
24th Dusk 122nd year of Ascendancy at 07:59 see stats
Log
Emelevena the snow giant boulder thrower hurls a huge boulder at Too Angry to Die!
Emelevena the snow giant boulder thrower's mind surges with critical power!
Emelevena the Snow Giant Boulder Thrower's mucus ooze uses Slime Spit.
Too Angry to Die resists the knockback!
Emelevena the snow giant boulder thrower is not dazed anymore.
Emelevena the snow giant boulder thrower is knocked back!
Emelevena the snow giant boulder thrower shares damage with his oozes!
Emelevena the snow giant boulder thrower hits Emelevena the snow giant boulder thrower for 24 physical damage.
Emelevena the snow giant boulder thrower hits Too Angry to Die for 75 physical damage.
Emelevena the Snow Giant Boulder Thrower's mucus ooze hits Too Angry to Die for (35 antimagic), 13 nature (13 total damage).
Emelevena the snow giant boulder thrower shares damage with his oozes!
Bleeding from Too Angry to Die hits Emelevena the snow giant boulder thrower for 15 physical damage.
Poison from Emelevena the snow giant boulder thrower hits Too Angry to Die for (35 antimagic), 28 nature (28 total damage).
Bloated ooze's morale has been lowered.
Bloated ooze's morale has been lowered.
Too Angry to Die uses Infusion: Movement.
Too Angry to Die is moving at extreme speed!
You pickup 2.45 gold pieces.
Too Angry to Die picks up (r.): Magmawinnow (11-15 power, 3 apr).
You pickup 0.80 gold pieces.
Emelevena the snow giant boulder thrower uses Oozebeam.
Emelevena the snow giant boulder thrower's mind surges with critical power!
Emelevena the snow giant boulder thrower hits Too Angry to Die for (35 antimagic), 280 nature (280 total damage).
Too Angry to Die the level 27 cornac berserker was splurged to death by Emelevena the snow giant boulder thrower on level 4 of Daikara.
Too Angry to Die talent 'Fearless Cleave' is disrupted by the mind parasite.
Too Angry to Die talent 'Stunning Blow' is disrupted by the mind parasite.
Too Angry to Die talent 'Antimagic Zone' is disrupted by the mind parasite.
Too Angry to Die no longer revels in blood quite so much.
Too Angry to Die's rage subsides!







































































































