







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! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 26 / 15% |
Size | medium |
Lifes / Deaths | Killed by Walrog at level 18 on the 25th Dusk 122nd year of Ascendancy at 01:25 3 / 3Killed by Vorulevena the grave wight at level 22 on the 2nd Haze 122nd year of Ascendancy at 09:11 Killed by Aerissra the elven mage at level 26 on the 37th Haze 122nd year of Ascendancy at 14:57 |
Primary Stats
Strength | 89 (base 45) |
Dexterity | 47 (base 21) |
Constitution | 43 (base 10) |
Magic | 12 (base 10) |
Willpower | 14 (base 10) |
Cunning | 63 (base 51) |
Resources
Life | 841/841 |
Stamina | 200/200 |
Healing Factor | 1.3897742564935 |
Regeneration | 19.109396026786 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Barehand
Damage | 104 |
Accuracy | 43 |
Crit Chance | 39% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Acid | +6% |
Light | +6% |
Temporal | +6% |
Nature | +13% |
Physical | +39% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 31 |
Mental Save | 36 |
Defense: Resistances
Physical | + 29%( 70%) |
Darkness | + 11%( 70%) |
Nature | + 34%( 70%) |
Temporal | + 16%( 70%) |
Fire | + 15%( 70%) |
Arcane | + 13%( 70%) |
Mind | + 8%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 4 up to 3 times. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the worried loremaster from death by Ligma. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of bone giant dust. * You've found the needed xorn fragment. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% nature ----- def ----- Armour +3 Fatigue +2% Mind.save +12 (+5 eff.) HP.reg +4.00 Heal.mod +15% Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 12 fire Dmg.mod +6% temporal +7% fire Melee Ret 8 light 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +8% fire ---------- misc Light +3 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Crit.r2 +15 fire On Hit: 10% Fire Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +13% nature +24% physical ----- def ----- Defense +2 (+1 eff.) Resists +19% nature +15% physical ---------- misc Equi/ret +0.90 Psi/ret +1.30 Hate/ret +0.70 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +15.00% Res.pen +10% physical ----- def ----- Armour +3 Defense +15 (+5 eff.) Resists +9% temporal +8% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +8 Con dps ---------- Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Dmg.mod +6% acid Melee Ret 4 physical ----- def ----- Armour +4 Phys.save +15 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 6 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 19 On Hit (Ranged): * 11% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +2 Mag +3 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +1.10 Mana/turn +0.30 Max.mana +35.00 Amulets make your neck look great! |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +2 Wil dps ---------- Phys.crit +3.0% Dmg.mod +6% light Res.pen +5% physical Apr +1 ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) Dmg.mod +15% physical Apr +1 Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +5% lightning Melee Ret 10 lightning ----- def ----- Defense +10 (+4 eff.) Resists +3% darkness +9% nature Mind.save +9 (+4 eff.) Max.HP +51.00 A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 2 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +24% Knockbk- +21% ---------- misc Infravis +1 See.Invis +12 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% nature Res.pen +10% temporal Melee Ret 10 lightning ----- def ----- Resists +12% nature +12% temporal Max.HP +29.00 Disarm- +38% Pinning- +36% Knockbk- +33% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +2 Mag dps ---------- Spell.crit +1% Phys.pwr +15 (+4 eff.) Spell.pwr +13 (+10 eff.) Mind.pwr +14 (+7 eff.) ----- def ----- Defense +6 (+2 eff.) ---------- misc Equi/ret +0.12 Max.mana +40.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Fatigue -4% Resists +10% blight ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +6 (+2 eff.) Resists +20% cold Rings make your fingers look great! |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +6 Con dps ---------- Spell.crit +3% Res.pen +5% lightning Apr +3 ----- def ----- Resists +3% lightning A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +5% acid +6% blight Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +6% cold +20% nature Spell.save +6 (+3 eff.) Max.HP +38.00 Heal.mod +20% Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Phys.save +5 (+2 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid On Hit (Melee): * 10% chance to slow global speed by 44% * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +16% acid +7% all Phys.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +9% all Phys.save +15 (+5 eff.) ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +9% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Con +6 Lck dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Resists +3% mind Stealth +5 Die.at -40.00 life A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +2% Resists +3% lightning +5% fire +10% cold Crit.chn- 5.00% Spell.save +6 (+3 eff.) Knockbk- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +8 Con dps ---------- Mind.crit +2% Res.pen +5% mind ----- def ----- Armour +4 Fatigue +3% Resists +3% blight +9% fire +3% darkness +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 4 fire ----- def ----- Armour +1 Defense +20 (+7 eff.) Fatigue -5% Phys.save +6 (+2 eff.) Max.HP +40.00 Teleport- +10% ---------- misc Max.enc +21 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +3% acid Res.pen +10% lightning On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +1 Resists +6% darkness Phys.save +11 (+4 eff.) Mind.save +11 (+5 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Wil +3 Cun +2 Con ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% lightning Res.pen +5% acid Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% blight +5% arcane +9% light Spell.save +6 (+3 eff.) Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +3 Mag +2 Wil +2 Con dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 7 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning Crit.chn- 5.00% ---------- misc Stam/turn +3.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning +27% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning +12% darkness A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning ----- def ----- Armour +10 Fatigue +4% Resists +3% fire +13% cold Die.at -80.00 life Heal.mod +5% Disarm- +20% Stun/Frz- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +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 362.0 Physical damage. If the attack hits, the target is confused (38% 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 cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +6 Cun +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% darkness +15% blight Phasing +10% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +3 Fatigue +3% ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Resists +5% nature Spell.save +5 (+2 eff.) Max.HP +69.00 Heal.mod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +2 Cun dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life ---------- misc Max.hate +6.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +2 Mag +3 Cun +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight ---------- misc Infravis +2 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +1 Str +1 Dex +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +34.00 HP.reg +4.60 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Max.HP +37.00 HP.reg +6.50 Heal.mod +10% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +20% lightning Max.HP +30.00 HP.reg +7.80 Heal.mod +12% A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +6 Cun dps ---------- Crit.mult +20.00% Mind.pwr +20 (+10 eff.) Dmg.mod +6% temporal +8% nature +12% mind ----- def ----- Resists +12% nature ---------- misc Psi/ret +0.16 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +7% nature Res.pen +10% physical Melee Ret 2 physical 4 temporal On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% mind Res.pen +25% lightning ----- def ----- Mind.save +6 (+3 eff.) Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind +3% cold On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% darkness Reveal the area around you, dispelling darkness (radius 9, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Phys.pwr +30 (+7 eff.) Res.pen +5% light On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 ---------- misc Max.stam +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 blight +3 temporal +2 light +3 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 12, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ligma the Skeleton Brawler level 23
9th Haze 122nd year of Ascendancy at 09:26 see stats
By Ligma the Skeleton Brawler level 21
1st Haze 122nd year of Ascendancy at 09:25 see stats
By Ligma the Skeleton Brawler level 19
28th Dusk 122nd year of Ascendancy at 15:14 see stats
By Ligma the Skeleton Brawler level 24
28th Haze 122nd year of Ascendancy at 16:54 see stats
By Ligma the Skeleton Brawler level 20
78th Dusk 122nd year of Ascendancy at 06:12 see stats
By Ligma the Skeleton Brawler level 10
3rd Dusk 122nd year of Ascendancy at 05:07 see stats
By Ligma the Skeleton Brawler level 20
59th Dusk 122nd year of Ascendancy at 06:48 see stats
By Ligma the Skeleton Brawler level 21
1st Haze 122nd year of Ascendancy at 13:54 see stats
By Ligma the Skeleton Brawler level 9
9th Mirth 122nd year of Ascendancy at 09:25 see stats
By Ligma the Skeleton Brawler level 22
2nd Haze 122nd year of Ascendancy at 08:59 see stats
By Ligma the Skeleton Brawler level 18
26th Dusk 122nd year of Ascendancy at 22:19 see stats
By Ligma the Skeleton Brawler level 23
20th Haze 122nd year of Ascendancy at 22:36 see stats
By Ligma the Skeleton Brawler level 18
24th Dusk 122nd year of Ascendancy at 03:12 see stats
Log
Ligma speeds up.
Aerissra the elven mage's Intuitive Shots performs a ranged critical strike against Ligma!
Aerissra the elven mage's Intuitive Shots hits Ligma for (48 flat reduction), (56 absorbed), 0 physical, (8 flat reduction), 0 temporal, (29 flat reduction), 0 acid, (23 flat reduction), 0 nature (0 total damage).
Aerissra the elven mage's beam trap hits Ligma for (48 flat reduction), (4 absorbed), 0 arcane (0 total damage).
Aerissra the elven mage's Shock hits Ligma for (48 flat reduction), (19 absorbed), 0 lightning (0 total damage).
Ligma is dazed!
Ligma slows down.
Ligma misses Something.
Ligma speeds up.
Something repels an attack from Ligma.
Ligma slows down.
Ligma is not dazed anymore.
Your shield crumbles under the damage!
The shield around Ligma crumbles.
Ligma has finished recovering.
Acid Splash from Aerissra the elven mage hits Ligma for (4 flat reduction), 0 acid (0 total damage).
Aerissra the elven mage's Steady Shot hits Ligma for (48 flat reduction), (81 absorbed), 125 physical, (8 flat reduction), 0 temporal (125 total damage).
Aerissra the elven mage's Intuitive Shots hits Ligma for (48 flat reduction), (24 absorbed), 0 physical, (8 flat reduction), 0 temporal (0 total damage).
Aerissra the elven mage's beam trap hits Ligma for (48 flat reduction), 4 arcane (4 total damage).
Ligma speeds up.
Aerissra the elven mage's Headshot performs a ranged critical strike against Ligma!
Aerissra the elven mage's Headshot hits Ligma for (48 flat reduction), 410 physical (410 total damage).
Ligma the level 26 skeleton brawler was chopped into tiny pieces to death by Aerissra the elven mage on level 5 of Dark crypt.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Aerissra the elven mage's Headshot killed Ligma!
Saving game...
Saving done.