










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
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:
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: 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 Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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. 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. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Berserker |
| Level / Exp | 15 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Betosewyn the whitehoof ghoul at level 15 on the 51st Retaking 124th year of Ascendancy at 17:44 / 1 |
Primary Stats
| Strength | 46 (base 41) |
| Dexterity | 47 (base 41) |
| Constitution | 48 (base 41) |
| Magic | 15 (base 10) |
| Willpower | 21 (base 20) |
| Cunning | 11 (base 10) |
Resources
| Life | 178/626 |
| Stamina | 120/192 |
| Steam | 100/100 |
| Healing Factor | 1.3678383355188 |
| Regeneration | 28.298007310625 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +107% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 58 |
| Crit Chance | 32% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +17% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Nature | +32% |
Defense: Base
| Armour (hardiness) | 70.776245387789 (100%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 33 |
| Physical Save | 44 |
| Spell Save | 58 |
| Mental Save | 22 |
Defense: Resistances
| Light | + 44%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 23%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 36%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 66 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 5.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 2.90 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Warcries | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.70 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.70 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Race / Orc | 1.80 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 3.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 3.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. | active |
Equipment
| On feet | scholar's pair of rough leather boots of deftness (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+2 eff.) Move Speed +10% defense ------ Armor +1 Defense +5 (+2 eff.) Disengage: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range 7 Cooldown: 10 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 86% 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. A pair of boots made of leather. |
| On hands | Cuthostir the hardened leather gloves (0 def, 10 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Str offense ------ Ignore resists +10% physical Ignore Shields +20% defense ------ Armor +10 Unlife -40.00 life Life Regen +4.00 other ------- Stamina/turn +1.30 Mana/turn +0.08 Max mana +80.00 Max stamina +22.00 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. |
| On head | insulating rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
| Tool | soothing elm totem of healing [power 110] (9/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
| Around neck | bloodstone steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 7 light 5 darkness Damage +7% light +7% darkness When Hit: * 6% chance to reduce damage dealt by 11% * 6% chance to blind defense ------ Resistance +5% nature +6% physical Life +14.00 Life Regen +3.00 Amulets make your neck look great! |
| In main hand | Ragogandur the Mucusdredge (34-54 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 34.0 - 54.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 blight +12 darkness +12 mind Damage Against +13% Demon +16% Living +16% Horror On-Hit, radius 1 +12 nature On Critical: * Strike your target with a blast of Arcane energy dealing 36 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: offense ------ Critical power +21.00% Ignore resists +22% nature When Hit 8 mind Massive two-handed swords. |
| Main armor | stralite mail armour 'Growthcutter' (4 def, 38 armour)14.0 Encumbrance T4 heavy armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Con offense ------ Ignore resists +10% nature When Hit 8 nature 6 light defense ------ Armor +38 Hardiness +7% Defense +4 (+2 eff.) Fatigue +32% Resistance +15% fire Spell save +22 (+6 eff.) A suit of armour made of mail. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
regeneration infusion (heal 157; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 157 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune (range 5; phase 16; cd 18)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 201; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 201 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+8 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
yew vilestaff of warding (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% fire defense ------ Armor +5 Defense +5 (+2 eff.) other ------- Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel battleaxe of exorcism (31-46 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego++] Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Damage Against +13% Undead On Critical: * Strike your target with a blast of Light dealing 61 damage (based on Strength and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 15 for the duration. While equipped: offense ------ Critical power +19.00% Ignore resists +7% physical Accuracy +7 (+2 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
steel greatmaul 'Firecrypt' (28-43 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.0% Attack Speed 100% On-hit +10 nature +12 fire On-Hit, radius 1 +9 blight +8 temporal On Critical: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. While equipped: offense ------ Ignore resists +9% nature +7% physical Accuracy +12 (+3 eff.) Ignore Armor +9 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed mauls. |
acidic steel greatsword of daylight (23-37 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 light Damage Against +10% Undead On Critical: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed swords. |
dwarven-steel greatsword of the mystic (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +10 (+6 eff.) Massive two-handed swords. |
chilling dwarven-steel longsword of massacre (31-43 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 cold Sharp, long, and deadly. |
epiphanous thorny mindstar of resolve (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +6% Mindpower +8 (+4 eff.) Damage +8% mind defense ------ Spell save +2 (+1 eff.) other ------- Psi-on-crit +2.00 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. |
thorny mindstar of clarity (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Mind save +2 (+1 eff.) other ------- Max psi +21.00 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. |
sundering dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot [Ego++] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Attack Speed 100% Range +8 Projectile Speed +600% On Critical: * Sunders the enemy's armor for 5 turns. Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% all Accuracy +7 (+2 eff.) Ignore Armor +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
sundering dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot [Ego++] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +8 Projectile Speed +600% On Critical: * Sunders the enemy's weapon for 5 turns. Uses 2.0 Steam While equipped: offense ------ Ignore resists +9% all Accuracy +5 (+2 eff.) Ignore Armor +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of dwarven-steel shots (17/17, 36-44 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 17 On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
windwalling dwarven-steel shield of mind resistance (+12%) (0 def, 6 armour, 81 block)7.0 Encumbrance T3 shield armor [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil defense ------ Armor +6 Fatigue +8% Resistance +12% mind +12% physical Windwall +22 Slow Projectiles +10% other ------- Talents +1 Block Handheld deflection devices. |
prismatic linen robe of power (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +11 (+6 eff.) Damage +7% all Ignore resists +6% all defense ------ Resistance +7% all Max Resistance +4% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +4 (+3 eff.) Damage +10% arcane +14% temporal defense ------ Resistance +11% all other ------- Max mana +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
resolute hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +4 Str +5 Con defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Physical save +12 (+4 eff.) A suit of armour made of leather. |
impenetrable steel mail armour of resilience (2 def, 12 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Life +26.00 A suit of armour made of mail. |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Psionic While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +7% mind Mind save +15 (+8 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 16 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +16 Defense +3 (+2 eff.) Fatigue +12% Resistance +21% cold A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of implacability (3 def, 21 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master While equipped: defense ------ Armor +21 Defense +3 (+2 eff.) Fatigue +7% Physical save +6 (+2 eff.) A suit of armour made of mail. |
regal cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +3 Wil +1 Con defense ------ Defense +2 (+1 eff.) Mind save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
psychic's hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag offense ------ On-Hit 5 mind Damage +3% arcane +4% mind defense ------ Armor +2 Resistance +5% mind 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. |
dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +6% arcane defense ------ Armor +2 Fatigue +3% 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. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Shield Power +7% Life Regen +1.50 A pointy cloth hat, very wizardly... |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
extending ash totem of healing [power 170] (9/15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kagor the Orc Berserker level 10
15th Retaking 124th year of Ascendancy at 18:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kagor the Orc Berserker level 15
51st Retaking 124th year of Ascendancy at 13:16 see stats
Log
Kagor is poisoned!
Mayaldalle the whitehoof invoker's Shoot hits Kagor for 4 physical, 5 lightning (9 total damage).
Deadly Poison from Mayaldalle the whitehoof invoker hits Kagor for 10 nature damage.
Betosewyn the whitehoof ghoul casts Searing Light.
Hymn of Perseverance hits Kagor for 20 darkness damage.
Betosewyn the whitehoof ghoul hits Kagor for 74 light damage.
Mayaldalle the whitehoof invoker shoots!
Betosewyn the whitehoof ghoul's light area effect hits Kagor for 37 light damage.
Mayaldalle the whitehoof invoker's Shoot hits Kagor for 4 physical, 5 lightning (9 total damage).
Mayaldalle the whitehoof invoker cleverly deflects the attack with his shield!
Mayaldalle the whitehoof invoker repels an attack from Kagor.
Melee retaliation hits Betosewyn the whitehoof ghoul for (5 flat reduction), 0 light, (6 flat reduction), 0 mind, (6 flat reduction), 0 nature, (5 flat reduction), 0 light, (6 flat reduction), 0 mind, (6 flat reduction), 0 nature (0 total damage).
Betosewyn the whitehoof ghoul hits Kagor for 42 darkness, 3 physical, 42 darkness, 44 fire (129 total damage).
Mayaldalle the whitehoof invoker shoots!
Mayaldalle the whitehoof invoker's Shoot misses Kagor.
Talent Shattering Blow is ready to use.
Deadly Poison from Mayaldalle the whitehoof invoker hits Kagor for 21 nature damage.
Betosewyn the whitehoof ghoul aims less carefully.
Betosewyn the whitehoof ghoul slows down.
Kagor shrugs off Betosewyn the whitehoof ghoul's 'Blinded'!
Hymn of Perseverance hits Kagor for 20 darkness damage.
Betosewyn the whitehoof ghoul's light area effect hits Kagor for 36 light damage.
Mayaldalle the whitehoof invoker shoots!
Betosewyn the whitehoof ghoul casts Moonlight Ray.
Betosewyn the whitehoof ghoul's spell attains critical power!
Betosewyn the whitehoof ghoul hits Kagor for 220 darkness damage.
Kagor the level 15 orc berserker was swallowed by the void to death by Betosewyn the whitehoof ghoul on level 2 of Krimbul Territory.
Kagor no longer revels in blood quite so much.
Kagor's rage subsides!







































































































