










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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: 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 Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; 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. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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. 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 | Dwarf |
Class | Berserker |
Level / Exp | 35 / 80% |
Size | big |
Lifes / Deaths | Killed by Belothra the ghast at level 35 on the 14th Iron 124th year of Ascendancy at 10:33 / 1 |
Primary Stats
Strength | 131 (base 60) |
Dexterity | 26 (base 22) |
Constitution | 35 (base 26) |
Magic | 8 (base 10) |
Willpower | 13 (base 10) |
Cunning | 65 (base 49) |
Resources
Life | -296/1495 |
Stamina | 127/170 |
Healing Factor | 1.4816660017318 |
Regeneration | 38.205900878744 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +6.6613381477509E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 37.637072247758 |
See Invisible | 37.637072247758 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 219 |
Accuracy | 72 |
Crit Chance | 90% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Physical | +27% |
Acid | +15% |
Darkness | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +26% |
All | 0% |
Defense: Base
Armour (hardiness) | 33.883307766991 (96.151787968034%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 49 |
Mental Save | 51 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 56%( 70%) |
All | + 40%( 70%) |
Darkness | + 53%( 70%) |
Light | + 65%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 47%( 70%) |
Lightning | + 58%( 70%) |
Fire | + 53%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 68% |
Bleed Resistance | 40% |
Knockback Resistance | 0% |
Stun Resistance | 100% |
Pinning Resistance | 55% |
Poison Resistance | 20% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 156 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 890% 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 Dexterity stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Chant of Fortress |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.12, and stamina regeneration by 1.02. Bloodbath |
beneficial effect | Increases critical hit chance by 39%. Berserker Rage |
detrimental effect | The target is infected by a disease, reducing its constitution by 7 and doing 45.74 blight damage per turn. Rotting Disease |
beneficial effect | The target ignores pain, reducing all damage taken by 30%. Pain Suppression |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Nerille the large brown snake. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Porena the Fox's mucus ooze. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the temporal explorer from death by Aima. Escort: temporal explorer (level 1 of Daikara) | failed |
You failed to protect the temporal explorer from death by Ivaremira the giant ice ant. Escort: temporal explorer (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. * You've found the needed warg claw. Stire of Derth has completed an elixir of precision without your aid. 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 green worm. * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of focus. 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 orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +2 Cun +2 Con ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +2% Resists +3% fire Phys.save +12 (+3 eff.) Mind.save +11 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 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 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Defense +25 (+8 eff.) Resists +15% acid +12% blight +10% light +9% lightning Affinity +5% darkness Phys.save +9 (+2 eff.) Disarm- +20% ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 51.69 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +13% physical ----- def ----- Defense +17 (+6 eff.) Resists +6% light +10% physical Max.HP +80.00 Stun/Frz- +10% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 27 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid +6% light +5% arcane Max.HP +60.00 HP.reg +4.00 Poison- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +5 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Max.HP +67.00 HP.reg +13.00 Heal.mod +14% Stun/Frz- +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +8% lightning +10% temporal +3% fire +1% physical +12% cold Crit.chn- 15.00% Disease- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T4 greatsword 2H weapon [Random Unique] Master Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +10 Str dps ---------- Dmg.mod +14% physical Res.pen +26% physical Acc +49 (+11 eff.) Apr +30 ----- def ----- Resists +3% acid +6% cold +5% arcane ---------- misc Light +3 Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.crit +13.0% Spell.crit +11% Mind.crit +8% Crit.mult +5.00% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +6% nature +12% fire +6% light +5% arcane Phys.save +16 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +9% cold +13% light +12% darkness ---------- misc Breathe water A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +9% darkness +3% fire Phys.save +9 (+2 eff.) Heal.mod +5% Blind- +10% Disarm- +20% 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 [Ego] Nature While equipped: ----- def ----- Resists +13% lightning Heal.mod +10% Cut- +40% Stun/Frz- +23% Heal: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 202.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd 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. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +2 Wil +7 Cun +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Mov.spd +10% On Hit (Melee): * 10% chance to reduce damage dealt by 16% ----- def ----- Fatigue -5% Resists +9% cold +3% temporal Mind.save +7 (+2 eff.) HP.reg +1.00 Confus- +12% ---------- misc Stam/turn +0.50 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 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +17% Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 34 cooldown Level 5.2 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego] Nature/Psionic Power 158% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +17 nature +27 mind On Hit: * 31% chance to reduce all saves and defense by 19 While equipped: Stats +5 Cun +5 Wil Massive two-handed battleaxes. |
![]() 3.0 T3 longsword 1H weapon [Normal] Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 144% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +17 cold On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +3% Spell.pwr +10 (+10 eff.) Dmg.mod +6% blight Res.pen +5% arcane ----- def ----- Resists +9% cold Spell.save +3 (+1 eff.) Blunt and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Arcane Power 113% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +16% cold Res.pen +14% cold Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +34 (+16 eff.) Melee+ 6 mind 8 darkness Dmg.mod +5% mind +6% darkness ----- def ----- Resists +15% blight +12% fire Die.at -40.00 life Heal.mod +20% Blind- +20% Cut- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 10 cold Dmg.mod +16% cold +11% mind +5% darkness Res.pen +14% cold +9% mind +8% darkness ----- def ----- Armour +18 Resists +15% cold ---------- misc Max.hate +7.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +30 acid +15 nature Uses 2.0 Steam While equipped: dps ---------- Phys.crit +9.0% Res.pen +13% acid +5% nature Acc +9 (+2 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Ego++] Arcane/Psionic Power 167% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +18 blight On Hit: 20% Epidemic 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 5 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +15 (+13 eff.) Dmg.mod +12% blight +9% temporal +15% light +14% all Res.pen +15% blight ----- def ----- Resists +6% blight +15% temporal +5% arcane +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Wil +5 Mag dps ---------- Dmg.mod +16% cold ----- def ----- Resists +24% cold +11% all ---------- misc Mana/turn +0.22 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +2 Str +8 Mag +3 Cun +2 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% acid +7% physical Phys.save +11 (+3 eff.) ---------- misc Infravis +3 See.Invis +18 A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +33% lightning +23% cold +6% nature Phys.save +6 (+1 eff.) HP.reg +2.00 Pinning- +10% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +12% darkness +7% physical ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +6% physical +6% fire +5% cold +6% lightning Max.HP +34.00 Disarm- +21% Stun/Frz- +20% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +5 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +20% Summoned ----- def ----- D.Red.from +20% Summoned Mind.save +11 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 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 [Normal] While equipped: ----- def ----- Defense +2 (+1 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+] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +17% darkness +16% temporal Phys.save +5 (+1 eff.) Def/telep +14 Res/telep +11% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown 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 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +6 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+0 eff.) Res.pen +7% physical ----- def ----- Armour +8 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% cold Melee Ret 6 acid ----- def ----- Armour +2 Fatigue +3% Resists +15% acid +6% fire +5% arcane +6% cold HP.reg +4.00 ---------- misc Stam/turn +1.10 Max.stam +23.00 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. |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Mind.save +14 (+4 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 87 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +9 Lck +5 Str dps ---------- Phys.crit +3.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 650.2 Physical damage. If the attack hits, the target is confused (33% 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 cap made of leather. |
![]() 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 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% fire +1% physical Max.HP +45.00 Cut- +20% Silence- +20% Knockbk- +10% ---------- 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 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 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. |
![]() 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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Aima the Dwarf Berserker level 24
6th Profit 123rd year of Ascendancy at 14:25 see stats
By Aima the Dwarf Berserker level 10
22nd Profit 122nd year of Ascendancy at 02:25 see stats
By Aima the Dwarf Berserker level 22
3rd Iron 123rd year of Ascendancy at 11:43 see stats
By Aima the Dwarf Berserker level 33
23rd Shortage 123rd year of Ascendancy at 23:49 see stats
By Aima the Dwarf Berserker level 31
4th Loss 123rd year of Ascendancy at 04:44 see stats
By Aima the Dwarf Berserker level 10
1st Profit 122nd year of Ascendancy at 05:52 see stats
By Aima the Dwarf Berserker level 20
19th Loss 122nd year of Ascendancy at 01:51 see stats
By Aima the Dwarf Berserker level 30
25th Wealth 123rd year of Ascendancy at 04:29 see stats
By Aima the Dwarf Berserker level 22
21st Steel 123rd year of Ascendancy at 19:33 see stats
By Aima the Dwarf Berserker level 29
4th Wealth 123rd year of Ascendancy at 14:42 see stats
By Aima the Dwarf Berserker level 21
23rd Shortage 122nd year of Ascendancy at 11:19 see stats
By Aima the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 07:28 see stats
By Aima the Dwarf Berserker level 9
31st Voratun 122nd year of Ascendancy at 16:10 see stats
By Aima the Dwarf Berserker level 30
13rd Dearth 123rd year of Ascendancy at 07:06 see stats
By Aima the Dwarf Berserker level 10
11st Wealth 122nd year of Ascendancy at 14:23 see stats
By Aima the Dwarf Berserker level 29
4th Wealth 123rd year of Ascendancy at 22:43 see stats
By Aima the Dwarf Berserker level 23
23rd Voratun 123rd year of Ascendancy at 07:33 see stats
By Aima the Dwarf Berserker level 25
7th Profit 123rd year of Ascendancy at 04:44 see stats
By Aima the Dwarf Berserker level 16
22nd Dearth 122nd year of Ascendancy at 09:06 see stats
Log
Aima stops being poisoned.
Deadly Poison from Belothra the ghast hits Aima for 98 nature damage.
Rotting Disease from Belothra the ghast hits Aima for 41 blight damage.
Belothra the ghast is confused and fails to use Nightshade Trap.
Belothra the ghast has regained its confidence.
Deadly Poison from Belothra the ghast hits Aima for 98 nature damage.
Rotting Disease from Belothra the ghast hits Aima for 41 blight damage.
Belothra the ghast is confused and fails to use Nightshade Trap.
Belothra the ghast's armour is more intact.
Belothra the ghast seems more focused.
Aima has finished recovering.
Talent Death Dance is ready to use.
Deadly Poison from Belothra the ghast hits Aima for 98 nature damage.
Rotting Disease from Belothra the ghast hits Aima for 41 blight damage.
Aima uses Infusion: Wild.
Aima is no longer poisoned.
Aima is cured!
Aima lessens the pain.
Belothra the ghast uses Ghoulish Leap.
Belothra the ghast speeds up.
Rotting Disease from Belothra the ghast hits Aima for 29 blight damage.
Belothra the ghast uses Swift Shot.
Belothra the ghast's Swift Shot hits Aima for 230 physical, 2 mind (232 total damage).
Belothra the ghast performs a diseased attack against Aima.
Aima resists the vile poison!
Belothra the ghast hits Aima for 23 physical damage.
Rotting Disease from Belothra the ghast hits Aima for 29 blight damage.
Belothra the ghast uses Venomous Strike.