











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
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. Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training 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 | Dwarf |
Class | Berserker |
Level / Exp | 18 / 77% |
Size | medium |
Lifes / Deaths | Killed by Xanawe the grannor'vor at level 7 on the 22nd Voratun 122nd year of Ascendancy at 06:18 0 / 7Killed by war hound at level 10 on the 17th Profit 122nd year of Ascendancy at 06:15 Killed by Xerulaith the stone troll at level 11 on the 17th Profit 122nd year of Ascendancy at 13:37 Killed by Bethygatta the cold drake hatchling at level 14 on the 17th Wealth 122nd year of Ascendancy at 09:23 Killed by worm that walks at level 15 on the 24th Wealth 122nd year of Ascendancy at 01:17 Killed by The Possessed at level 16 on the 27th Wealth 122nd year of Ascendancy at 01:46 Killed by Gata the wolf at level 18 on the 26th Dearth 122nd year of Ascendancy at 17:12 |
Primary Stats
Strength | 52 (base 46) |
Dexterity | 29 (base 27) |
Constitution | 18 (base 13) |
Magic | 8 (base 10) |
Willpower | 27 (base 17) |
Cunning | 11 (base 10) |
Resources
Life | -45/659 |
Stamina | 122/194 |
Healing Factor | 1.2311363549267 |
Regeneration | 10.156874928145 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Invisible | 3 |
Offense: Mainhand
Damage | 99 |
Accuracy | 42 |
Crit Chance | 16% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Lightning | +3% |
Fire | +16% |
Darkness | +3% |
Cold | +9% |
Arcane | +3% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Lightning | +10% |
Fire | +10% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 20 |
Mental Save | 26 |
Defense: Resistances
Blight | + 21%( 70%) |
Arcane | + 5%( 70%) |
All | 0%( 70%) |
Lightning | + 26%( 70%) |
Light | + 3%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 1%( 70%) |
Fire | + 14%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Poison Resistance | 10% |
Stun Resistance | 44% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 life over 5 turns. Its effects scale with your Cunning 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by golem (servant of Yvirelle the lesser vampire). Escort: temporal explorer (level 2 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() pair of rough leather boots 'Gloralle' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 (-) Physical power: +15 (+5 eff.) (-) Armour: +3 (-) Changes resistances: +1%(-) physical Stamina each turn: +1.00 (-) Infravision radius: +1 (-) A pair of boots made of leather. |
Light source | ![]() Arebressra the Furnacestone Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13(-) fire Changes resistances: +6%(-) fire Changes resistances penetration: +10%(-) fire Critical mult.: +15.00% (-) Mana each turn: +0.12 (-) Maximum mana: +20.00 (-) Light radius: +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 | ![]() iron helm 'Natureobeisance' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 20% chance to slow global speed by 40% Damage (Melee): 0(-20) item nature slow Changes stats: +2(-) Str Changes damage: +9%(-) mind / +3%(-) arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Shiverscar the ash totem of summon tentacle [power 155] (25 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +10%(-) cold Changes damage: +12%(-) fire / +3%(-) cold It can be used to 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: 375 Base Damage: 155 Armor: 6 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. * Reduce fatigue by 26% for 2 turns. * Gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Flashstun Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 40% Damage (Melee): 0(-20) item nature slow Changes resistances: +6%(-) blight / +6%(-) nature / +6%(-) lightning Changes damage: +3%(-) nature / +3%(-) lightning Poison immunity: +10% (-) Disease immunity: +11% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Falilathagas Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item nature slow Changes resistances: +0%(-6%) blight / +0%(-6%) lightning / +3% light / +0%(-6%) nature Changes damage: +0%(-3%) nature / +0%(-3%) lightning Mental save: +12 (+6 eff.) Poison immunity: +0% (-10%) Disease immunity: +0% (-11%) Stun/Freeze immunity: +22% Life regen: +1.00 Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() Arcstone Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) lightning Changes resistances: +15%(-) blight Changes resistances penetration: +10%(-) lightning Changes damage: +6%(-) cold Maximum life: +33.00 (-) A belt that goes around your waist. |
In main hand | ![]() Skystoker the steel greatmaul (30-45 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) Damage (Melee): +20(-) nature Damage against: +13% (-)Unnatural When wielded/worn: Changes stats: +2(-) Con / +2(-) Wil Changes resistances: +9%(-) lightning Reduces incoming crit damage: 15.00% (-) Massive two-handed mauls. |
On hands | ![]() cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) fire Changes stats: +2(-) Dex Changes resistances: +5%(-) fire Changes damage: +4%(-) fire 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. |
Main armor | ![]() troll-hide cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +6 (+3 eff.) (-) Fatigue: +7% (-) Life regen: +3.00 (-) Maximum life: +53.00 (-) Healing mod.: +11% (-) A suit of armour made of leather. |
Cloak | ![]() Kilnserpent (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +5%(-) arcane / +3%(-) fire Physical save: +3 (+1 eff.) (-) Disarm immunity: +10% (-) Life regen: +4.00 (-) Maximum life: +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 neck | ![]() Belyma the Shadewither Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes stats: +1(-) Cun / +2(-) Dex Changes resistances: +11%(-) lightning / +9%(-) temporal Changes resistances penetration: +10%(-) temporal Changes damage: +3%(-) darkness Stun/Freeze immunity: +22% (-) See invisible: +3 (-) Amulets make your neck look great! |
Inventory
![]() movement infusion (speed 455%; cd 18) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 455% 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. It can be used to 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 psychic (heal 152; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14(+2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 152(-59) life over 5 turns. Its effects scale with your -Cunning, +Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item temporal energize Changes stats: +3 Str / +0(-2) Dex / +0(-1) Cun Changes resistances: +0%(-11%) lightning / +0%(-9%) temporal Changes resistances penetration: +0%(-10%) temporal Changes damage: +0%(-3%) darkness Stun/Freeze immunity: +0% (-22%) See invisible: +0 (-3) Amulets make your neck look great! |
![]() This item will automatically be transmogrified when you leave the level. iron greatmaul 'Emyta' (18-26 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.2(-12.5 - -18.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-0.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-20) nature Damage against: +0% (-13% )Unnatural When wielded/worn: Armour: +12 Changes stats: +0(-2) Con / +0(-2) Wil Changes resistances: +0%(-9%) lightning Changes damage: +3% blight Reduces incoming crit damage: 0.00% (-15.00%) Poison immunity: +20% Vim when firing critical spell: +1.00 Massive two-handed mauls. |
![]() Yvyyabeth (25-38 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5(-5.0 - -7.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) When this weapon hits: Curse of Death (20% chance level 2). On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-20) nature Damage against: +0% (-13% )Unnatural When wielded/worn: Changes stats: +2 Mag / +5(+3) Wil / +0(-2) Con Changes resistances: +0%(-9%) lightning / +2% physical Changes damage: +3% blight Reduces incoming crit damage: 0.00% (-15.00%) Spellpower: +10 (+5 eff.) Spell crit. chance: +1% Massive two-handed mauls. |
![]() This item will automatically be transmogrified when you leave the level. Ce'Noda the iron longsword (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(-18.5 - -28.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) Damage (Melee): +8 physical / +4 mind / +0(-20) nature Damage (radius 1) on hit: +6 fire Damage (radius 2) on crit: +8 mind Damage against: +0% (-13% )Unnatural When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +0(-2) Con / +0(-2) Wil Changes resistances: +0%(-9%) lightning Reduces incoming crit damage: 0.00% (-15.00%) Sharp, long, and deadly. |
![]() Sword of Potential Futures (28-39 power, 10 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2(-2.0 - -5.8) Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 (+8) Crit. chance: +8.0% (+7.0%) Attack speed: 111% (+11%) Damage (Melee): +0(-20) nature / +5 temporal Damage conversion: 30% temporal Damage against: +0% (-13% )Unnatural When wielded/worn: Changes stats: +0(-2) Con / +0(-2) Wil Changes resistances: +0%(-9%) lightning Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Reduces incoming crit damage: 0.00% (-15.00%) Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() This item will automatically be transmogrified when you leave the level. rough leather sling 'Brenurekath' Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-2) Crit. chance: +0.0% (-1.0%) Attack speed: 100% (-) Firing range: +6 Damage (Melee): +0(-20) nature Damage against: +0% (-13% )Unnatural When wielded/worn: Changes stats: +1 Dex / +0(-2) Wil / +1 Cun / +2(-) Con Changes resistances: +3%(-6%) lightning / +1% physical / +5% arcane Talent mastery: +0.20 Wild-gift / Fungus Reduces incoming crit damage: 0.00% (-15.00%) Confusion immunity: +20% It can be used to regenerate 66 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() quiver of elm arrows of vileness (10/10, 12-16 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 10 On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 5 Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. |
![]() Satyrwrecker (0 def, 2 armour, 16 block) Requires: - Shield usage training - Strength 11 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +10% mind Changes damage: +9% acid / +3% mind Talent granted: +1 Block Handheld deflection devices. |
![]() Cobrabreaker the woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (-7%) Changes stats: +5 Con Changes resistances: +30% nature / +9% all Changes damage: +28% nature Blindness immunity: +10% Poison immunity: +50% Disease immunity: +48% Life regen: +0.00 (-3.00) Maximum life: +0.00 (-53.00) Healing mod.: +0% (-11%) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. prismatic iron mail armour of stability (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-4 (-2 eff.)) Fatigue: +12% (+5%) Changes resistances: +6% physical / +11% light / +11% darkness Physical save: +12 (+6 eff.) Life regen: +0.00 (-3.00) Maximum life: +0.00 (-53.00) Healing mod.: +0% (-11%) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. iron plate armour of spell shielding (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+3) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +22% (+15%) Changes resistances: +6% arcane Spell save: +11 (+5 eff.) Life regen: +0.00 (-3.00) Maximum life: +0.00 (-53.00) Healing mod.: +0% (-11%) A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. Falerand Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-2) lightning Changes resistances: +3% light / +6%(-9%) blight Changes resistances penetration: +0%(-10%) lightning Changes damage: +0%(-6%) cold Spell save: +18 (+9 eff.) Maximum life: +31.00 (-2.00) A belt that goes around your waist. |
![]() rough leather belt 'Airborn' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +9 (+5 eff.) Damage when hit (Melee): 0(-2) lightning Changes resistances: +3% lightning / +0%(-15%) blight Changes resistances penetration: +0%(-10%) lightning Changes damage: +0%(-6%) cold Stealth bonus: +5 Only die when reaching: -60.00 life Maximum life: +0.00 (-33.00) Maximum stamina: +30.00 A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt 'Hazewrither' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Damage when hit (Melee): 0(-2) lightning Changes resistances: +3%(-12%) blight / +3% cold / +9% darkness Changes resistances penetration: +0%(-10%) lightning / +10% cold Changes damage: +0%(-6%) cold Stealth bonus: +6 Spell save: +3 (+1 eff.) Life regen: +2.00 Maximum life: +0.00 (-33.00) Light radius: +1 A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. rough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-2) lightning Changes resistances: +0%(-15%) blight Changes resistances penetration: +0%(-10%) lightning Changes damage: +0%(-6%) cold Maximum life: +34.00 (+1.00) A belt that goes around your waist. |
![]() Duathelrend (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) (-) Changes resistances: +10% cold / +0%(-5%) arcane / +0%(-3%) fire Physical save: +3 (+1 eff.) (-) Cut immunity: +10% Disarm immunity: +0% (-10%) Life regen: +4.00 (-) Maximum life: +0.00 (-31.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +0 (+0 eff.) (-15 (-5 eff.)) Armour: +1 (-2) Changes resistances: +5% lightning / +6% temporal / +0%(-1%) physical Stamina each turn: +0.40 (-0.60) Maximum stamina: +10.00 Infravision radius: +0 (-1) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +0 (+0 eff.) (-15 (-5 eff.)) Armour: +1 (-2) Changes resistances: +0%(-1%) physical Stamina each turn: +0.40 (-0.60) Maximum stamina: +13.00 Infravision radius: +0 (-1) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +0 (+0 eff.) (-15 (-5 eff.)) Armour: +3 (-) Fatigue: +2% Changes resistances: +0%(-1%) physical Stamina each turn: +0.00 (-1.00) Infravision radius: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. steady rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-5 (-1 eff.)) Armour: +1 (-) Damage (Melee): 0(-6) fire Changes stats: +0(-2) Dex / +3 Mag Changes resistances: +0%(-5%) fire Changes damage: +4% arcane / +0%(-4%) fire Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% 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. |
![]() iron helm 'Nightnull' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Damage (Melee): 0(-20) item nature slow Damage when hit (Melee): 2 darkness Changes stats: +0(-2) Str / +1 Dex / +4 Cun Changes resistances: +6% fire / +3% darkness / +5% cold Changes damage: +0%(-9%) mind / +0%(-3%) arcane Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() This item will automatically be transmogrified when you leave the level. brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-13) fire Changes resistances: +0%(-6%) fire Changes resistances penetration: +0%(-10%) fire Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.12) Maximum mana: +0.00 (-20.00) Light radius: +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. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes resistances penetration: +0%(-10%) cold Changes damage: +5% blight / +0%(-3%) cold / +0%(-12%) fire When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
[vs. Shiverscar the ash totem of summon tentacle [power 155] (25 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances penetration: +0%(-10%) cold Changes damage: +0%(-12%) fire / +0%(-3%) cold 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Tofbur the Dwarf Berserker level 9
9th Profit 122nd year of Ascendancy at 11:14 see stats
By Tofbur the Dwarf Berserker level 10
14th Profit 122nd year of Ascendancy at 10:44 see stats
By Tofbur the Dwarf Berserker level 6
20th Voratun 122nd year of Ascendancy at 10:51 see stats
By Tofbur the Dwarf Berserker level 9
3rd Profit 122nd year of Ascendancy at 03:28 see stats
By Tofbur the Dwarf Berserker level 17
28th Wealth 122nd year of Ascendancy at 21:23 see stats
By Tofbur the Dwarf Berserker level 16
24th Wealth 122nd year of Ascendancy at 06:55 see stats
By Tofbur the Dwarf Berserker level 16
27th Wealth 122nd year of Ascendancy at 01:46 see stats
Log
Gata the wolf hits Tofbur for 45 physical, 5 darkness, 71 physical (121 total damage).
Melee retaliation hits Gata the wolf for 2 lightning, 15 fire, 2 lightning, 15 fire (34 total damage).
Tofbur is confused and fails to use Infusion: Regeneration.
Talent Fearless Cleave is ready to use.
Gata the wolf hits Tofbur for 30 physical, 32 physical, 5 darkness (67 total damage).
Melee retaliation hits Gata the wolf for 2 lightning, 15 fire, 2 lightning, 15 fire (34 total damage).
Tofbur is confused and fails to use Death Dance.
Tofbur instinctively hardens his skin and ignores the attack!
Tofbur repels an attack from Gata the wolf.
Gata the wolf hits Tofbur for 44 physical, 6 darkness (51 total damage).
Melee retaliation hits Gata the wolf for 2 lightning, 15 fire (17 total damage).
Tofbur uses Execution.
Gata the wolf is recovering from the damage!
Tofbur hits Gata the wolf for (21 parried), 138 physical, 17 nature, 7 fire (162 total damage).
Gata the wolf performs a melee critical strike against Tofbur!
Gata the wolf hits Tofbur for 50 physical, 47 physical, 6 darkness (103 total damage).
Melee retaliation hits Gata the wolf for 2 lightning, 15 fire, 2 lightning, 15 fire (34 total damage).
Tofbur is confused and fails to use Infusion: Regeneration.
Gata the wolf performs a melee critical strike against Tofbur!
Gata the wolf hits Tofbur for 51 physical, 34 physical, 6 darkness (91 total damage).
Melee retaliation hits Gata the wolf for 2 lightning, 15 fire, 2 lightning, 15 fire (34 total damage).
Gata the wolf performs a melee critical strike against Tofbur!
Gata the wolf hits Tofbur for 30 physical, 55 physical (85 total damage).
Melee retaliation hits Gata the wolf for 2 lightning, 15 fire, 2 lightning, 15 fire (34 total damage).
Tofbur the level 18 dwarf berserker was minced to death by Gata the wolf on level 2 of Rhaloren Camp.
Tofbur's rage subsides!