












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
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! 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved 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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 24 / 58% |
Size | big |
Lifes / Deaths | Killed by Islyba the deformed warg at level 16 on the 2nd Loss 122nd year of Ascendancy at 22:09 4 / 2Killed by Glorosewen the netherworm mass at level 22 on the 14th Shortage 122nd year of Ascendancy at 18:01 |
Primary Stats
Strength | 70 (base 53) |
Dexterity | 40 (base 32) |
Constitution | 36 (base 26) |
Magic | 11 (base 10) |
Willpower | 22 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | 1082/1082 |
Stamina | 224/224 |
Healing Factor | 1.4279202340232 |
Regeneration | 21.49019952205 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 113 |
Accuracy | 67 |
Crit Chance | 10% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +22% |
Acid | +17% |
Mind | +20% |
All | +11% |
Offense: Damage Penetration
Acid | +20% |
Blight | +5% |
Arcane | +15% |
Fire | +15% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 58.315864598962 (30%) |
Defense | 25 |
Ranged Defense | 29 |
Fatigue | 24 |
Physical Save | 50 |
Spell Save | 40 |
Mental Save | 40 |
Defense: Resistances
Blight | + 14%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 29%( 70%) |
All | + 4%( 70%) |
Lightning | + 10%( 70%) |
Physical | + 6%( 70%) |
Darkness | + 16%( 70%) |
Fire | + 7%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Knockback Resistance | 95% |
Stun Resistance | 65% |
Instadeath Resistance | 100% |
Confusion Resistance | 59% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 260 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 743% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Chant of Fortitude |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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 length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Dex +3 Wil +3 Cun dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% Phys.save +9 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +3% mind Acc +10 (+2 eff.) ----- def ----- Resists +2% physical ---------- misc Max.stam +30.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Wil dps ---------- Acc +15 (+3 eff.) Apr +3 ----- def ----- Armour +7 Defense +5 (+3 eff.) Fatigue +3% Die.at -60.00 life A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature +3% mind Res.pen +15% fire Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature 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. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature Res.pen +5% mind ----- def ----- Resists +9% cold +3% fire +12% darkness +12% nature Phys.save +6 (+2 eff.) HP.reg +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +5% all ----- def ----- Max.HP +47.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +22 (+5 eff.) Spell.pwr +25 (+11 eff.) Mind.pwr +24 (+9 eff.) Dmg.mod +6% all Res.pen +15% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +5% arcane +10% blight Mind.save +10 (+4 eff.) Confus- +39% Rings make your fingers look great! It was hardened by the digestive sack. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% acid Res.pen +5% mind +20% acid Acc +27 (+6 eff.) Apr +15 ----- def ----- Phys.save +12 (+4 eff.) Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Random Unique] Master/Psionic Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 mind On Hit: * 13% chance to reduce all saves and defense by 24 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Mag +3 Wil +1 Cun dps ---------- Phys.crit +7.0% ----- def ----- Resists +6% lightning Spell.save +12 (+4 eff.) Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% nature Die.at -40.00 life HP.reg +2.80 Heal.mod +12% Confus- +20% Stun/Frz- +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +74 Melee+ +16 blight On Hit.r1 +4 temporal On Hit: * 10% chance to reduce strength, dexterity, and constitution by 17 While equipped: dps ---------- Res.pen +5% blight ----- def ----- Armour +6 Fatigue +8% Resists +17% cold Max.HP +52.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +8 Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Die.at -60.00 life Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 187 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Resists +12% acid +3% temporal Spell.save +9 (+3 eff.) Heal.mod +11% Cut- +50% Silence- +10% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 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 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Crit.chn- 15.00% Die.at -80.00 life Heal.mod +16% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +15.00% Acc +20 (+5 eff.) Apr +1 ----- def ----- Resists +10% temporal Die.at -40.00 life Pinning- +22% Knockbk- +23% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +36.00 HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light Res.pen +5% light Melee Ret 2 mind 6 light ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+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 3 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 97% 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! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +15% lightning +12% light Res.pen +10% light ----- def ----- Resists +6% light Crit.chn- 15.00% Max.HP +25.00 Disarm- +24% Pinning- +26% Knockbk- +26% Rings make your fingers look great! |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +3% lightning +6% light +5% arcane +3% nature Disarm- +23% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 light On Hit.r1 +8 cold While equipped: ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Light +3 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Mag +2 Con dps ---------- Res.pen +15% lightning ----- def ----- Max.HP +31.00 ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +16% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. It was hardened by the digestive sack. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% light Acc +4 (+1 eff.) Apr +3 ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +12% lightning +3% light ---------- misc Stam/turn +1.00 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 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+3 eff.) 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal +12% cold +3% fire ---------- misc Light +1 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: ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue -3% Resists +3% temporal Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Crit.mult +10.00% Res.pen +15% nature +5% physical Acc +22 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% nature Phys.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +25% 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% cold Res.pen +15% acid Melee Ret 4 cold ----- def ----- Armour +1 Fatigue +1% Resists +3% nature A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +1% Phys.save +11 (+4 eff.) Die.at -60.00 life A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +32.00 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 40.98 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Mind.crit +4% Res.pen +20% acid Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +9 Fatigue +22% Resists +5% physical Phys.save +12 (+4 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid +6% lightning Res.pen +15% nature ----- def ----- Resists +3% acid ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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+] Nature While equipped: Stats +1 Con ----- def ----- Resists +7% blight Max.HP +40.00 HP.reg +3.00 ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Dmg.mod +12% acid Phasing +10% Melee Ret 4 darkness ----- def ----- Resists +6% darkness ---------- misc Mana/turn +0.08 Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Wil ----- def ----- Armour +6 ---------- misc Vim/s.crit +2.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 446 Base Damage: 175 Armor: 8 All Resist: 2 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Chojak the Dwarf Bulwark level 11
13rd Dearth 122nd year of Ascendancy at 02:37 see stats
By Chojak the Dwarf Bulwark level 22
15th Shortage 122nd year of Ascendancy at 07:11 see stats
By Chojak the Dwarf Bulwark level 10
31st Voratun 122nd year of Ascendancy at 15:07 see stats
By Chojak the Dwarf Bulwark level 20
19th Loss 122nd year of Ascendancy at 20:15 see stats
By Chojak the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 02:27 see stats
By Chojak the Dwarf Bulwark level 12
20th Dearth 122nd year of Ascendancy at 16:23 see stats
By Chojak the Dwarf Bulwark level 10
1st Acquisition 122nd year of Ascendancy at 16:13 see stats
By Chojak the Dwarf Bulwark level 10
3rd Acquisition 122nd year of Ascendancy at 19:44 see stats
By Chojak the Dwarf Bulwark level 16
2nd Loss 122nd year of Ascendancy at 16:53 see stats
Log
Something hits Chojak for 61 physical, 36 physical, 0 arcane (97 total damage).
Chojak hits Something for 142 physical damage.
Chojak recovers sight.
Chojak has recovered!
Talent Block is ready to use.
Talent Shield Slam is ready to use.
Chojak picks up (A.): Armiroddandur the Cobramaim (0 def, 2 armour).
Talent Assault is ready to use.
Chojak is not crippled anymore.
Talent Repulsion is ready to use.
Chojak is not disabled anymore.
Talent Greater Weapon Focus is ready to use.
Talent Rune: Shielding is ready to use.
Resting starts...
Chojak's skin returns to normal.
Chojak has finished recovering.
Talent Shield Pummel is ready to use.
Talent Infusion: Healing is ready to use.
Talent Vitality is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 37 turns (stop reason: all resources and life at maximum).
Chojak picks up (H.): Muckwrest (0 def, 9 armour).
Brown bear's morale has been lowered.
Ran for 9 turns (stop reason: hostile spotted to the east (rattlesnake)).