










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Items Vault 1.7.6Donators/Buyers bonus! 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 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 21 / 80% |
Size | medium |
Lifes / Deaths | Killed by Aeromira the awoken tentacle tree at level 19 on the 64th Haze 122nd year of Ascendancy at 23:45 / 2Killed by orc assassin at level 21 on the 71st Haze 122nd year of Ascendancy at 18:41 |
Primary Stats
Strength | 48 (base 41) |
Dexterity | 43 (base 30) |
Constitution | 54 (base 31) |
Magic | 18 (base 10) |
Willpower | 34 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -75/771 |
Stamina | 220/240 |
Healing Factor | 1.3997803169826 |
Regeneration | 21.96358493773 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 16.54677130326 |
See Invisible | 16.54677130326 |
Offense: Mainhand
Damage | 86 |
Accuracy | 41 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Cold | +39% |
Physical | +9% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 25.335093952971 (47.857809501309%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 22 |
Physical Save | 27 |
Spell Save | 33 |
Mental Save | 21 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 17%( 70%) |
Mind | + 23%( 70%) |
All | + 13%( 70%) |
Darkness | + 21%( 70%) |
Light | + 52%( 70%) |
Cold | + 37%( 70%) |
Fire | + 18%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 190 damage for 5 turns. 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. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +25% Apr +7 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 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.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +9% acid +5% arcane +9% light Poison- +20% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Resists +12% mind Crit.chn- 15.00% HP.reg +4.00 Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.21 cold and 13.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 23/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +9% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Defense +5 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Mind.crit +5% Crit.mult +5.00% Spell.pwr +8 (+2 eff.) Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Equi/ret +0.08 Light +3 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 darkness Against +13% Living On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +13 Con +14 Wil ----- def ----- Defense +20 (+7 eff.) Resists +6% fire +3% darkness +3% cold Max.HP +114.00 Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats +1 Cun dps ---------- Acc +8 (+3 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Spell.save +10 (+5 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con +3 Mag dps ---------- Mind.pwr +30 (+10 eff.) Res.pen +10% mind ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +12% ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 Infravis +2 A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +24% cold ----- def ----- Defense +2 (+1 eff.) Resists +6% light +3% acid ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 240 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +17.00% Spell.pwr +14 (+4 eff.) Melee+ 15 fire Dmg.mod +20% temporal ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +12 (+3 eff.) Dmg.mod +24% blight ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 shot ammo [Ego+] Master Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 9.0 T3 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +17 (+6 eff.) Fatigue +8% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +10% arcane +20% mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +24% acid Max.HP +25.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% blight +10% darkness Max.HP +34.00 HP.reg +3.00 Heal.mod +12% ---------- misc Light +1 A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind +18% cold Res.pen +25% lightning +20% cold Melee Ret 4 lightning ----- def ----- Armour +9 Fatigue +22% Resists +16% temporal A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +10% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% arcane Die.at -60.00 life Max.HP +30.00 Poison- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% ----- def ----- Defense +6 (+2 eff.) Resists +3% mind +3% darkness Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +8 (+3 eff.) Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +10% mind ----- def ----- Armour +1 Defense +4 (+1 eff.) Resists +3% mind ---------- misc Max.hate +2.00 Max.psi +40.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +2 (+1 eff.) Resists +15% light Shield.pwr +7% HP.reg +2.70 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 134.2 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 93.19 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (28% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Str +2 Dex +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) Mind.pwr +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +8 (+4 eff.) ---------- misc Equi/ret +0.16 Psi/ret +0.08 Hate/m.crit +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Mag ----- def ----- Fatigue -4% ---------- misc Mana/s.crit +2.00 Max.stam +20.00 Spell.cld 10% Infravis +1 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. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% arcane +3% fire Res.pen +20% fire ----- def ----- Resists +5% arcane Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 289 physical damage Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 89 lightning damage and will be dazed for 1 turn (446 total damage) Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Dalton the Cornac Berserker level 19
64th Haze 122nd year of Ascendancy at 20:27 see stats
By Dalton the Cornac Berserker level 13
20th Dusk 122nd year of Ascendancy at 04:39 see stats
By Dalton the Cornac Berserker level 18
76th Dusk 122nd year of Ascendancy at 13:23 see stats
By Dalton the Cornac Berserker level 10
1st Summertide 122nd year of Ascendancy at 13:48 see stats
By Dalton the Cornac Berserker level 20
66th Haze 122nd year of Ascendancy at 03:29 see stats
By Dalton the Cornac Berserker level 17
52nd Dusk 122nd year of Ascendancy at 15:21 see stats
By Dalton the Cornac Berserker level 19
64th Haze 122nd year of Ascendancy at 23:45 see stats
Log
You are too close to build up momentum!
Dalton misses Orc assassin.
Onilug casts Channel Staff.
Orc blood mage is no longer out of phase.
Skeleton warrior hits Dalton for 152 physical damage.
Melee retaliation hits Skeleton warrior for 0 arcane damage.
Onilug's Channel Staff hits Dalton for 57 blight damage.
Orc assassin uses Venomous Strike.
Orc assassin performs a melee critical strike against Dalton!
Dalton resists the vile poison!
Dalton HEALS from nature damage!
Orc assassin hits Dalton for 138 nature, 29 healing, 55 nature, 12 healing (193 total damage) [41 healing].
Deadly Poison from Orc assassin hits Dalton for 26 nature, 5 healing (26 total damage) [5 healing].
Melee retaliation hits Orc assassin for 0 arcane, 0 arcane (0 total damage).
Dalton hits Crimson ooze for 25 light damage.
Dalton hits Orc blood mage for 9 light damage.
Dalton hits Orc assassin for 125 physical, 19 darkness, 16 light (160 total damage).
Dalton hits Onilug for 16 light damage.
Orc archer stops regenerating health quickly.
Onilug casts Channel Staff.
Skeleton warrior hits Dalton for 125 physical damage.
Melee retaliation hits Skeleton warrior for 0 arcane damage.
Onilug's Channel Staff hits Dalton for 53 blight damage.
Orc assassin performs a melee critical strike against Dalton!
Orc assassin roars triumphantly.
Orc assassin hits Dalton for 71 physical damage.
Melee retaliation hits Orc assassin for 0 arcane, 0 arcane (0 total damage).
Dalton the level 21 cornac berserker was squished to death by an orc assassin on level 4 of Dreadfell.
Dalton no longer revels in blood quite so much.