
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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.
Embers of Rage 1.6.0Official 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.6.0This 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 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Select your Escorts 1.6.0Allows 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 1.6.0Official 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:
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 10 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Glorebeth the skeleton warrior at level 10 on the 16th Wealth 122nd year of Ascendancy at 08:15 1 / 4Killed by flame turret at level 10 on the 16th Wealth 122nd year of Ascendancy at 11:31 Killed by rogue sapper at level 10 on the 16th Wealth 122nd year of Ascendancy at 14:07 Killed by CorpseMaker at level 10 on the 16th Wealth 122nd year of Ascendancy at 14:12 |
Primary Stats
| Strength | 32 (base 28) |
| Dexterity | 19 (base 12) |
| Constitution | 32 (base 29) |
| Magic | 8 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 459/459 |
| Stamina | 172/172 |
| Healing Factor | 1.3133663366336 |
| Regeneration | 1.6417079207921 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 50 |
| Crit Chance | 1% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Fire | +9% |
| Physical | +6% |
| Mind | +6% |
| Nature | +11% |
Offense: Damage Penetration
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 17.317011280365 (73.452380952381%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 8 |
| Physical Save | 21 |
| Spell Save | 11 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 41%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
Inscriptions (4/4)
| 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 482% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 37 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 426 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
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 successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 |
Equipment
| On feet | Ichorpiercer the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +3 Fatigue +2% Resists +9% nature +3% cold Spell.save +3 (+3 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Brandbraze (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% blight Max.HP +40.00 Heal.mod +5% A cap made of leather. |
| Tool | soothing elm totem of healing [power 72] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 72 Puts all charms on 15 cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
| On fingers | marksman's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% nature Acc +4 (+1 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
| Around waist | Pyrecutter1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +9% lightning +6% light +6% fire +6% cold +6% acid A belt that goes around your waist. |
| In main hand | iron greatmaul 'Betawen' (21.5-32.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 21.5 - 32.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Acc +24 (+8 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +31% ---------- misc Max.stam +20.00 Massive two-handed mauls. |
| On hands | iron gauntlets 'Noondream' (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +5% light Acc +10 (+3 eff.) Melee Ret 6 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Light +1 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 | iron mail armour 'Cloudfiend' (2 def, 4 armour)14.0 T1 heavy armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% mind Melee Ret 2 lightning ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind +3% lightning Max.HP +20.00 A suit of armour made of mail. |
| Cloak | Arora (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chalolar the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Equi/ret +0.04 Max.psi +20.00 Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 104; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 605%; cd 12)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 605% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 153; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 153 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 169; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 169 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Pyrefame'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Armour +2 Resists +12% darkness +5% arcane Mind.save +8 (+8 eff.) Disease- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
flaming iron longsword of daylight (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 light Against +5% Undead On Hit.r1 +6 fire Sharp, long, and deadly. |
flaming steel longsword of phasing (14-19.6 power, 10 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +3.0% Atk.spd 100% Phasing +12% On Hit.r1 +6 fire Sharp, long, and deadly. |
hateful iron mace of phasing (12-16.8 power, 8 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +0.5% Atk.spd 100% Phasing +10% Melee+ +6 darkness Against +6% Living Blunt and deadly. |
balanced steel waraxe of erosion (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +22% One-handed war axes. |
balanced steel waraxe of the mystic (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.pwr +6 (+6 eff.) Acc +7 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +23% One-handed war axes. |
iron waraxe (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Obsidianroar (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +15% physical Acc +19 (+6 eff.) Apr +5 ----- def ----- Armour +2 Resists +7% blight +6% darkness Spell.save +10 (+9 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Prismlace the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +5% nature +3% light Mind.save +3 (+3 eff.) Disarm- +20% Confus- +10% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootglory the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +2 Con dps ---------- Dmg.mod +11% mind +3% darkness Acc +10 (+3 eff.) Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +11% mind +2% physical ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of lightning resistance (2 def, 12 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +19% lightning A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning +11% light +10% darkness A suit of armour made of mail. |
voratun shield of the stars (0 def, 10 armour, 191 block)7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +3 Mag dps ---------- Dmg.mod +10% light +10% darkness ----- def ----- Armour +10 Fatigue +8% Resists +11% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
46 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. |
Greenspire (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +10% nature Apr +6 ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Modunabar the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil +1 Mag dps ---------- Dmg.mod +5% mind ----- def ----- Armour +2 Resists +6% cold Heal.mod +10% Disease- +20% ---------- 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. |
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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By CorpseMaker the Dwarf Berserker level 10
37th Profit 122nd year of Ascendancy at 01:44 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By CorpseMaker the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 14:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By CorpseMaker the Dwarf Berserker level 10
37th Profit 122nd year of Ascendancy at 14:21 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By CorpseMaker the Dwarf Berserker level 10
39th Profit 122nd year of Ascendancy at 04:41 see stats
Log
Talent Rush is ready to use.
Acid Splash from Rogue sapper hits CorpseMaker for 3 acid damage.
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Acid Splash from Rogue sapper hits CorpseMaker for 3 acid damage.
Something performs a melee critical strike against CorpseMaker!
Something hits CorpseMaker for 48 physical, 72 physical, 8 temporal (128 total damage).
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Acid Splash from Rogue sapper hits CorpseMaker for 3 acid damage.
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Acid Splash from Rogue sapper hits CorpseMaker for 3 acid damage.
CorpseMaker is entangled in razorwire!
Something hits CorpseMaker for 143 physical damage.
CorpseMaker the level 10 dwarf berserker was eviscerated to death by a rogue sapper on level 2 of Ruins of Kor'Pul.
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You have 1 life(s) left.
CorpseMaker has shook off the razorwire.
CorpseMaker rearms.
CorpseMaker is free from the acid.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed CorpseMaker!
Ran for 2 turns (stop reason: interesting character).
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Saving done.
Saving game...




































































