Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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!) 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
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 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: 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 | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 18 / 16% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 18 on the 25th Iron 123rd year of Ascendancy at 06:35 0 / 6Killed by Grand Corruptor at level 18 on the 25th Iron 123rd year of Ascendancy at 20:57 Killed by Grand Corruptor at level 18 on the 25th Iron 123rd year of Ascendancy at 22:01 Killed by Grand Corruptor at level 18 on the 25th Iron 123rd year of Ascendancy at 22:54 Killed by Grand Corruptor at level 18 on the 25th Iron 123rd year of Ascendancy at 23:48 Killed by Grand Corruptor at level 18 on the 26th Iron 123rd year of Ascendancy at 00:49 |
Primary Stats
Strength | 57 (base 46) |
Dexterity | 11 (base 11) |
Constitution | 60 (base 39) |
Magic | 8 (base 10) |
Willpower | 21 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -49/710 |
Stamina | 54/178 |
Healing Factor | 1.3300507772246 |
Regeneration | 7.5381252610314 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 116 |
Accuracy | 39 |
Crit Chance | 14% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Darkness | +12% |
Mind | +3% |
Lightning | +18% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 35.317011280365 (77.903125182002%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 11 |
Physical Save | 43 |
Spell Save | 25 |
Mental Save | 23 |
Defense: Resistances
Acid | + 6%( 70%) |
Light | + 13%( 70%) |
Darkness | + 29%( 70%) |
Cold | + 28%( 70%) |
Mind | + 12%( 70%) |
Fire | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/13 |
| 0/31 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 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 |
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 defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by Adothra. Escort: repented thief (level 2 of Old Forest) | 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 |
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 fire dragon that dwelled there. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of explosive force. 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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Res.pen +10% mind Melee Ret 6 darkness ----- def ----- Armour +3 Defense +20 (+10 eff.) Resists +8% fire +6% mind +8% cold A pair of boots made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% acid ----- def ----- Armour +2 Fatigue +3% Resists +3% acid +3% cold +6% mind Phys.save +13 (+4 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disease- +20% Disarm- +22% Stun/Frz- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Str +2 Dex +2 Con dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +11 (+6 eff.) Mind.pwr +15 (+8 eff.) Dmg.mod +12% darkness ----- def ----- Armour +2 Resists +24% darkness Can be unequipped or rerolled. 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? |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +15% mind Melee Ret 2 mind ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +3% acid +17% cold A suit of armour made of mail. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 mind On Hit: * 19% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Resists +6% light Mind.save +6 (+3 eff.) Massive two-handed mauls. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue -3% Phys.save +5 (+2 eff.) 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] Arcane While equipped: dps ---------- Dmg.mod +18% lightning +3% fire Res.pen +15% lightning Melee Ret 8 lightning ----- def ----- Resists +7% light +5% darkness 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 15 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 27% 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 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% fire Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Blind- +20% Disarm- +35% Confus- +20% Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% nature Acc +9 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +6% nature +3% blight Disarm- +28% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 acid On Hit.r1 +4 acid While equipped: dps ---------- Res.pen +10% acid +15% cold On Hit (Melee): * 20% chance to reduce armor by 21% ---------- misc Light +1 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature +8 light On Hit.r1 +4 blight On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +15% blight ---------- misc Light +1 Massive two-handed swords. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +20 lightning While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight +3% lightning Phys.save +3 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Heal.mod +14% Heal/summ +11 Disease- +12% ---------- misc Equi/ret +0.60 See.Invis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% mind +9% arcane Res.pen +4% mind +25% arcane ----- def ----- Resists +5% lightning +15% fire +2% mind +8% cold Dmg.Resnn +11% Phys.save +4 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.30 Psi/ret +1.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +6 fire While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Dmg.mod +22% fire +10% physical ----- def ----- Resists +6% fire ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Melee+ 12 lightning On shield block: * Deals 106 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 5 lightning On Hit (Melee): * 7% chance to reduce all saves and defense by 21 On Melee Ret: * 11% chance to reduce all saves and defense by 21 ----- def ----- Armour +4 Fatigue +8% Resists +5% arcane +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +1 Con dps ---------- Mov.spd +10% Dmg.mod +3% cold Res.pen +20% cold ----- def ----- Armour +3 Fatigue -3% Resists +12% fire Max.HP +30.00 ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% light ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +2% ---------- misc Max.stam +10.00 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid +3% mind Melee Ret 2 acid 8 cold ----- def ----- Armour +1 Resists +6% acid 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. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Phys.pwr +8 (+2 eff.) Acc +15 (+5 eff.) Apr +1 Melee Ret 4 cold ----- def ----- Armour +4 ---------- misc Stam/turn +1.00 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Armour +10 Fatigue +3% Resists +9% fire +3% light +12% cold HP.reg +3.00 Disarm- +20% ---------- misc Stam/turn +0.80 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +5% fire +18% light +3% temporal Res.pen +10% temporal ----- def ----- Armour +2 Fatigue +3% Resists +12% light +5% fire 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +3% arcane Melee Ret 4 mind ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.80 Psi/ret +0.20 Hate/m.crit +1.00 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +2% physical Phys.save +9 (+3 eff.) Mind.save +8 (+4 eff.) Max.HP +20.00 Disarm- +21% Pinning- +10% 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +3 Str +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% light +6% blight +7% nature +5% arcane Spell.save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 21% * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% nature +3% light Spell.save +3 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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. |
Achievements
By Adothra the Dwarf Berserker level 17
24th Iron 123rd year of Ascendancy at 02:45 see stats
By Adothra the Dwarf Berserker level 15
24th Loss 122nd year of Ascendancy at 10:12 see stats
By Adothra the Dwarf Berserker level 10
17th Profit 122nd year of Ascendancy at 19:04 see stats
By Adothra the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 00:50 see stats
By Adothra the Dwarf Berserker level 12
20th Wealth 122nd year of Ascendancy at 07:52 see stats
Log
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Adothra uses Fearless Cleave.
Adothra hits Grand Corruptor for 135 physical, 14 mind (149 total damage).
Grand Corruptor casts Soul Rot.
Adothra is afflicted by a rotting disease!
Adothra's adrenaline surge has come to an end.
Grand Corruptor's Soul Rot hits Adothra for 214 blight damage.
Rotting Disease from Grand Corruptor hits Adothra for 43 blight damage.
Grand Corruptor casts Timeless.
Grand Corruptor seems more focused.
Grand Corruptor's armour is more intact.
Grand Corruptor is less vulnerable.
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Adothra uses Infusion: Regeneration.
Adothra starts regenerating health quickly.
Grand Corruptor casts Blood Grasp.
Adothra is recovering from the damage!
Grand Corruptor's spell attains critical power!
Adothra is afflicted by a weakness disease!
Grand Corruptor receives 38 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits Adothra for 175 blight damage.
Weakness Disease from Grand Corruptor hits Adothra for 106 blight damage.
Rotting Disease from Grand Corruptor hits Adothra for 57 blight damage.
Grand Corruptor casts Blood Spray.
Grand Corruptor hits Adothra for 219 blight damage.
Adothra the level 18 dwarf berserker was plagued to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
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Adothra's rage subsides!