











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. A Few Bug Fixes 1.5.10Fixed a few bugs(benificial bugs not included) that I can remember right now.
Embers of Rage 1.5.0Official 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 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This 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 Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Select your Escorts 1.5.10Allows 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. Possessor Bonus Class 1.5.4Donators/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. Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.5.10This 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 Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Forbidden Cults 1.5.9Official 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 | 7 / 39% |
Size | medium |
Lifes / Deaths | Killed by Gloritha the drem master at level 7 on the 21st Voratun 122nd year of Ascendancy at 15:25 / 1 |
Primary Stats
Strength | 34 (base 27) |
Dexterity | 34 (base 27) |
Constitution | 32 (base 27) |
Magic | 25 (base 27) |
Willpower | 30 (base 27) |
Cunning | 33 (base 27) |
Resources
Life | -5/357 |
Stamina | 112/159 |
Healing Factor | 1.2933663366337 |
Regeneration | 23.747883205398 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 54.333229407893 |
See Invisible | 54.333229407893 |
Offense: Mainhand
Damage | 56 |
Accuracy | 51 |
Crit Chance | 63% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.3333333333333 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +4% |
All | 0% |
Defense: Base
Armour (hardiness) | 14.983966145476 (73.452380952381%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 17 |
Physical Save | 21 |
Spell Save | 22 |
Mental Save | 23 |
Defense: Resistances
Cold | + 30%( 70%) |
Fire | + 25%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 34% |
Instadeath Resistance | 100% |
Pinning Resistance | 34% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
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 103 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/14 |
| 0/28 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Effects
talent | Berserker Rage |
detrimental effect | The target is on fire, taking 18.61 fire damage per turn. Burning |
detrimental effect | The target has been dominated. It is unable to move and has lost 4 armor and 7 defense. Attacks from Gloritha the drem master gain 28% damage penetration. Dominated |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is hexed. Each time it uses an ability it takes 9.87 fire damage, and talent cooldowns are increased by 16% plus 1 turn. Burning Hex |
beneficial effect | Increases critical hit chance by 42%. Berserker Rage |
beneficial effect | The target is recovering 29 life each turn. Recovery |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 2% feedback damage from all damage done. Empathic Hex |
Quests
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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Master Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 49 While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Apr +4 Melee Ret 5 physical ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 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 79.9 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Resists +6% cold +5% fire Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Max.HP +40.00 HP.reg +1.10 Heal.mod +13% A suit of armour made of mail. |
In main hand | ![]() 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego++] Disrupt/Master Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 17 arcane resource burn On Crit: * burns latent spell energy * cripple the target While equipped: dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
Light source | ![]() 2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +2 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. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets can have magical properties. |
Inventory
![]() 1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Power 14.5 - 18.9 Mind Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane ----- def ----- Resists +12% mind Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Power 25.5 - 38.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Crit.mult +6.00% Res.pen +5% physical ----- def ----- Armour +2 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Phasing +10% While equipped: ----- def ----- Armour +2 Resists +3% physical Phys.save +6 (+3 eff.) Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 blight On Hit: * 7% chance to disease Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 acid +9 lightning On Hit: * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid While equipped: Stats +1 Cun dps ---------- Res.pen +10% arcane ---------- misc Vim/s.crit +2.00 Massive two-handed swords. |
![]() 3.0 T1 mace 1H weapon Reqs Str 11 [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Resists +5% arcane +9% cold Mind.save +9 (+5 eff.) Poison- +10% Cut- +10% Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +3 (+2 eff.) 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 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +13.00 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 T1 sling 1H weapon Reqs Dex 11 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Ranged+ +5 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+1 eff.) Dmg.mod +13% lightning ----- def ----- Resists +6% darkness +2% physical Spell.save +3 (+2 eff.) Disease- +10% Stun/Frz- +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 arcane On Hit.r1 +4 lightning While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) Dmg.mod +13% acid +6% arcane Res.pen +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T1 steamgun 1H weapon Reqs Dex 11 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T1 steamgun 1H weapon Reqs Dex 11 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Master Power 18.5 - 25.9 Mind Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% mind ----- def ----- Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Cut- +15% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 insidious poison On Crit.r2 +8 fire While equipped: dps ---------- Mind.crit +2% ----- def ----- Heal/summ +10 ---------- misc Psi/ret +0.08 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +3.5% Atk.spd 100% Phasing +15% One-handed war axes. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+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 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Con dps ---------- Spell.crit +1% Phasing +40% ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Vim/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +6% mind ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+5 eff.) Heal/summ +30 ---------- misc Telepathy Dragon 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 cloth armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Resists +3% nature +18% cold Phys.save +16 (+8 eff.) Disarm- +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% ---------- misc Hate/m.crit +2.00 Psi/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% light +11% fire Res.pen +5% mind ----- def ----- Resists +16% fire +16% light +6% mind Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 15% chance to blind ----- def ----- Armour +1 Fatigue -3% Resists +9% mind Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
![]() 14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 7.0 T1 shield armor Reqs Str 16 Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 3.0 T1 arrow ammo Reqs Dex 11 [Ego] Disrupt Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 19 Ranged+ +11 nature On Hit: * 25% chance to remove a magical effect Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
![]() 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T1 shot ammo Reqs Dex 11 [Ego] Nature Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 24 Proj.spd +200% Ranged+ +11 insidious poison On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo Reqs Dex 11 [Ego] Master Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +7 Apr +1 Crit +4.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Capita the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 21:27 see stats
By Capita the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 19:29 see stats
By Capita the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 21:27 see stats
By Capita the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 21:27 see stats
Log
Gloritha the drem master's Beyond the Flesh hits Capita for 16 physical, 0 physical, 8 physical, 5 fire (29 total damage).
Gloritha the drem master hits Capita for 4 fire, 17 physical, 7 blight, 0 physical, 8 physical, 5 fire, 4 fire, 25 physical, 7 blight, 0 physical, 8 physical, 5 fire, 4 fire (94 total damage).
Burning from Gloritha the drem master hits Capita for 4 fire damage.
Capita hits Gloritha the drem master for (2 to psi shield), 2 physical, 3 healing, 2 healing, (2 to psi shield), 2 physical, 2 healing, 5 healing, 2 healing, (2 to psi shield), 2 physical, 2 healing (7 total damage) [15 healing].
Capita performs a melee critical strike against Gloritha the drem master!
Gloritha the drem master shrugs off the effect 'Cripple'!
Gloritha the drem master's Obliterating Smash has been burned!
Capita damages herself through Martyrdom!
Capita hits Gloritha the drem master for (35 to psi shield), 54 physical, 16 arcane, 5 cold, 22 arcane (96 total damage).
Gloritha the drem master hits Capita for 1 physical, 0 arcane, 0 cold, 0 arcane (2 total damage).
Drem is not crippled anymore.
Capita is recovering from the damage!
Capita damages herself through Martyrdom!
Drem hits Capita for 3 physical, 0 physical (3 total damage).
Gloritha the drem master's Beyond the Flesh hits Capita for 22 physical, 0 physical, 8 physical, 5 fire (34 total damage).
Gloritha the drem master hits Capita for 4 fire damage.
Burning from Gloritha the drem master hits Capita for 4 fire damage.
Capita hits Gloritha the drem master for (2 to psi shield), 2 physical (2 total damage).
Capita hits Drem for 5 physical damage.
Gloritha the drem master uses Telekinetic Smash.
Capita shrugs off the effect 'Stunned'!
Capita damages herself through Martyrdom!
Gloritha the drem master hits Capita for 28 physical, 7 blight, 0 physical, 8 physical, 5 fire, 4 fire, 31 physical, 0 physical, 8 physical, 5 fire, 4 fire, 16 fire (116 total damage).
Capita hits Gloritha the drem master for (2 to psi shield), 2 physical, (2 to psi shield), 2 physical (5 total damage).
Capita uses Infusion: Regeneration.
Capita starts regenerating health quickly.
Gloritha the drem master's spell attains critical power!
Saving game...