









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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: 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:
Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Smarter Rest 1.7.6智能休息: Rest becomes smarter: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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. 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 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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 Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Doombringer |
Level / Exp | 22 / 54% |
Size | medium |
Lifes / Deaths | Killed by Bethema the anaconda at level 22 on the 22nd Dusk 122nd year of Ascendancy at 14:34 / 1 |
Primary Stats
Strength | 74 (base 50) |
Dexterity | 58 (base 10) |
Constitution | 20 (base 12) |
Magic | 68 (base 42) |
Willpower | 18 (base 10) |
Cunning | 27 (base 11) |
Resources
Life | -263/656 |
Stamina | 195/195 |
Vim | 116/192 |
Healing Factor | 1.0870588855781 |
Regeneration | 8.9682358060194 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 125 |
Accuracy | 45 |
Crit Chance | 31% |
APR | 2 |
Speed | 0.91 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +30% |
Light | +6% |
Physical | +12% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Temporal | +10% |
Blight | +20% |
Fire | +30% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 23.335093952971 (47.857809501309%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 10 |
Physical Save | 36 |
Spell Save | 25 |
Mental Save | 23 |
Defense: Resistances
Physical | + 1%( 70%) |
Acid | + 17%( 70%) |
Light | + 13%( 70%) |
Temporal | + 15%( 70%) |
Darkness | + 13%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 21%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 10% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 432 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 40 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Corruption / Torture | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic 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 Magic by +5. | done |
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 Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsUngrol 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 electric eel tail. * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Dex ----- def ----- Armour +7 Resists +6% temporal Die.at -20.00 life Teleport- +10% ---------- misc Stam/turn +3.00 Infravis +2 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) S.pwr/crit +6 ----- def ----- Defense +10 (+5 eff.) Phys.save +3 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Dmg.mod +6% physical +13% fire ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +19% fire A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% light Res.pen +15% fire ----- def ----- Resists +1% physical Die.at -40.00 life Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +8 Cun +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +13 (+6 eff.) ----- def ----- Phys.save +9 (+4 eff.) Die.at -40.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +6 Mag +3 Wil +4 Cun +7 Lck dps ---------- Spell.crit +4% Mind.pwr +3 (+1 eff.) Res.pen +20% blight ----- def ----- Phys.save +7 (+4 eff.) Stealth +8 ---------- misc T.Disarm +5 Vim/s.crit +1.00 Max.mana +40.00 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +14 (+4 eff.) Dmg.mod +6% lightning Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +6% acid +6% temporal +5% arcane Massive two-handed battleaxes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% lightning Res.pen +15% lightning +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Fatigue +3% Resists +3% temporal Mind.save +5 (+3 eff.) Max.HP +55.00 HP.reg +4.00 ---------- misc Stam/turn +0.70 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. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +12% fire Res.pen +10% lightning ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +3% fire +13% light +13% darkness ---------- misc Light +3 A suit of armour made of mail. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +3 Mag +4 Cun +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +6% physical Res.pen +15% fire Melee Ret 6 fire ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 193.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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 327 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical ----- def ----- Defense +25 (+10 eff.) Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Fatigue -5% Resists +3% mind ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +5 (+3 eff.) Confus- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Dmg.mod +11% blight Acc +21 (+7 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +11% blight Phys.save +6 (+3 eff.) Silence- +25% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Blind- +24% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Dex +1 Cun dps ---------- Dmg.mod +12% lightning Acc +4 (+1 eff.) ----- def ----- Resists +24% lightning +5% nature +5% arcane +11% blight Crit.chn- 15.00% Poison- +13% Disease- +15% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Master Power 125% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Dmg.mod +7% physical Res.pen +5% mind Acc +18 (+6 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Defense +10 (+5 eff.) Resists +6% nature Disarm- +32% Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 114% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +0.5% Atk.spd 100% Melee+ +10 darkness Against +12% Living On Hit.r1 +8 lightning While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +12% physical ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +2.00 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 136% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 120% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +9 mind On Crit.r2 +16 nature On Hit: * 17% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +3 Wil dps ---------- Apr +2 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.5% Atk.spd 100% On Hit: * 19 arcane resource burn While equipped: Stats +2 Cun ----- def ----- Resists +1% physical Confus- +10% Stun/Frz- +20% Massive two-handed mauls. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Mind.pwr +15 (+7 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +14% mind +9% light ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +9% physical +7% fire +5% cold ----- def ----- Resists +11% acid +10% physical +10% fire +14% cold +9% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +21% cold Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +3% light +20% cold A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 lightning ----- def ----- Resists +3% lightning +6% fire +9% darkness +5% cold A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Apr +4 Melee Ret 4 cold ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +13% cold Crit.chn- 15.00% ---------- misc Stam/turn +2.00 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 [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Acc +20 (+7 eff.) ----- def ----- Armour +14 Defense +1 (+1 eff.) Fatigue -3% Resists +3% cold 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 [Rare] Nature While equipped: dps ---------- Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning +5% arcane +9% nature Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +3% fire +12% light +3% mind Crit.chn- 10.00% Max.HP +95.00 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 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +15% physical Apr +3 ----- def ----- Armour +3 Resists +6% fire +6% cold Die.at -60.00 life A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Dex +6 Lck +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +3% fire Melee Ret 2 physical ----- def ----- Armour +1 Stealth +6 ---------- misc Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 51.09 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% nature 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. |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.30 to 117.90 lightning damage (78.60 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Acc +20 (+7 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str +2 Dex +3 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 162.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 162.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 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 [Ego] Psionic Setup a psionic shield, reducing all damage taken by 39 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Apr +5 ----- def ----- Crit.chn- 10.00% Die.at -20.00 life Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Fa the Skeleton Doombringer level 22
22nd Dusk 122nd year of Ascendancy at 10:31 see stats
By Fa the Skeleton Doombringer level 10
3rd Summertide 122nd year of Ascendancy at 17:39 see stats
By Fa the Skeleton Doombringer level 20
19th Dusk 122nd year of Ascendancy at 00:51 see stats
By Fa the Skeleton Doombringer level 9
9th Mirth 122nd year of Ascendancy at 18:46 see stats
By Fa the Skeleton Doombringer level 16
9th Dusk 122nd year of Ascendancy at 01:08 see stats
By Fa the Skeleton Doombringer level 20
20th Dusk 122nd year of Ascendancy at 03:27 see stats
By Fa the Skeleton Doombringer level 14
7th Flare 122nd year of Ascendancy at 11:38 see stats
Log
Bethema the anaconda hits Fa for (38 abyssal shield), 309 physical (309 total damage).
Fa receives 133 healing from Re-assemble.
Fa receives 1 healing from Devouring flames from Fa.
Melee retaliation hits Bethema the anaconda for 10 blight, 15 fire (26 total damage).
Bethema the anaconda is on fire!
Fa hits Bethema the anaconda for 8 fire damage.
Bethema the anaconda's is surrounded with an all-consuming flame!
Salilaith the multi-hued drake hatchling uses Swift Shot.
Fa's Rune: Blink is disrupted by her wounds!
Salilaith the multi-hued drake hatchling's Swift Shot hits Fa for (15 abyssal shield), 15 physical, (3 abyssal shield), 3 lightning, (2 abyssal shield), 2 fire, (2 abyssal shield), 2 light (25 total damage).
Salilaith the multi-hued drake hatchling shoots!
Salilaith the multi-hued drake hatchling's Shoot hits Fa for (10 abyssal shield), 10 physical, (3 abyssal shield), 3 lightning, (2 abyssal shield), 2 fire, (2 abyssal shield), 2 light (20 total damage).
Fa casts Rune: Mirror Image.
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Bethema the anaconda uses Death Dance.
Mirror Image starts to bleed.
You feel a surge of power as a powerful creature falls nearby.
Bethema the anaconda performs a melee critical strike against Mirror Image!
Mirror Image starts to bleed.
Bethema the anaconda hits Mirror Image for 286 physical damage.
Bethema the anaconda hits Mirror Image for 153 physical damage.
Bethema the anaconda hits Salilaith the multi-hued drake hatchling for 198 physical damage.
Bethema the anaconda hits Fa for (37 abyssal shield), 116 physical (116 total damage).
Burning from Fa hits Bethema the anaconda for 2 fire damage.
Melee retaliation hits Bethema the anaconda for 10 blight, 15 fire (26 total damage).
Fa receives 1 healing from Devouring flames from Fa.
Melee retaliation hits Bethema the anaconda for 2 cold, 3 fire (6 total damage).
Fa the level 22 skeleton doombringer was chopped into tiny pieces to death by Bethema the anaconda on level 3 of Old Forest.