









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Allow Respec Anywhere 1.2.3Merchant on the Map 1.6.0Places 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. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official 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. Embers of Rage 1.6.7Official 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 1.6.0Combines 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: EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. 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. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Improved Auto-explore and Rest 1.6.5Quality 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. Better Item Description 1.6.6This 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 40 / 26% |
Size | huge |
Lifes / Deaths | Killed by minotaur at level 40 on the 64th Dusk 123rd year of Ascendancy at 13:04 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 72 (base 17) |
Dexterity | 69 (base 60) |
Constitution | 94 (base 35) |
Magic | 13 (base 10) |
Willpower | 50 (base 10) |
Cunning | 121 (base 60) |
Resources
Life | -32/1635 |
Stamina | 158/267 |
Equilibrium | 30 |
Healing Factor | 1.5572727272728 |
Regeneration | 15.962045454546 |
Speed
Mental | +5% |
Attack | +15% |
Movement | +20% |
Spell | +15% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 9 |
See Stealth | 85.17519716309 |
See Invisible | 94.17519716309 |
Offense: Barehand
Damage | 131 |
Accuracy | 82 |
Crit Chance | 52% |
APR | 16 |
Speed | 0.95 |
Offense: Spell
Spellpower | 4.3333333333333 |
Crit Chance | 34% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 50% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Physical | +24% |
All | 0% |
Nature | +48% |
Offense: Damage Penetration
Arcane | +20% |
Acid | +10% |
Mind | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 41 (83.720930232558%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 45 |
Mental Save | 50 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 20%( 70%) |
All | + 18%( 70%) |
Lightning | + 18%( 70%) |
Temporal | + 18%( 70%) |
Fire | + 18%( 70%) |
Nature | + 69%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 761 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -601 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1214 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 869% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Finishing moves | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Striking Stance |
talent | Precise Strikes |
talent | Antimagic Shield |
detrimental effect | The target is on fire, taking 78.53 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 44.00 nature damage per turn and decreasing all heals received by 50%. Insidious Poison |
beneficial effect | Increases defense by 22. Mobile Defense |
beneficial effect | The target's accuracy is improved by 85. Perfect Accuracy |
beneficial effect | You gain 21% resistance against nature. Resolve |
beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | You have taken root becoming one with nature. Or at least the ground. Your health, armor, and armor hardiness are improved but you cannot move. You have taken root! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by uruivellas. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Norgos Lair. Escort: lost sun paladin (level 1 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 161. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of elder vampire blood. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Mov.spd +10% Dmg.mod +6% physical ----- def ----- Armour +3 Fatigue -7% Max.HP +38.00 ---------- misc Stam/turn +0.50 Size +1 A pair of boots made of leather. |
On hands | ![]() 1.5 T4 hands armor [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +15 Crit +10.0% Atk.spd 100% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
On head | ![]() 3.0 T2 head armor [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 (+4 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. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 10/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Cun +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 physical Ranged+ 10 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 33 On Hit (Ranged): * 15% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 Blind- +10% ---------- misc Stam/turn +0.50 Infravis +4 Sight +2 See.Invis +9 Amulets can have magical properties. |
Main armor | ![]() 9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Mind.save +14 (+5 eff.) A suit of armour made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Str +2 Con dps ---------- Mind.crit +4% Mind.pwr +5 (+1 eff.) Apr +1 ----- def ----- Resists +3% all Phys.save +6 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.04 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +7 Str +3 Mag dps ---------- Res.pen +10% mind Melee Ret 2 mind ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +3% cold +12% nature HP.reg +3.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to thick kruk cloak. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +11 Wil +14 Cun +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +20% arcane +10% acid Against +73% Summoned ----- def ----- Resists +12% acid +5% arcane D.Red.from +80% Summoned Phys.save +12 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +46 mind On Hit.r1 +12 physical On Hit: * 35% chance to reduce all saves and defense by 33 While equipped: Stats +3 Dex +7 Wil +7 Cun dps ---------- Dmg.mod +33% light On Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +33 (+8 eff.) Massive two-handed swords. |
![]() 9.0 T4 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +15 Str dps ---------- Dmg.mod +9% acid +3% fire Res.pen +20% acid +15% fire Melee Ret 4 acid 4 fire ----- def ----- Armour +14 Defense +21 (+5 eff.) Fatigue +8% Resists +27% darkness +18% physical Mind.save +17 (+6 eff.) ---------- misc Light +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 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. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 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 Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 372.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 10 lightning ----- def ----- Resists +15% lightning +12% cold Spell.save +6 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By qqqqqqqqqq the Cornac Brawler level 34
36th Dusk 123rd year of Ascendancy at 22:56 see stats
By qqqqqqqqqq the Cornac Brawler level 27
55th Regrowth 123rd year of Ascendancy at 11:52 see stats
By qqqqqqqqqq the Cornac Brawler level 39
58th Dusk 123rd year of Ascendancy at 12:32 see stats
By qqqqqqqqqq the Cornac Brawler level 33
6th Flare 123rd year of Ascendancy at 10:53 see stats
By qqqqqqqqqq the Cornac Brawler level 28
59th Regrowth 123rd year of Ascendancy at 00:52 see stats
By qqqqqqqqqq the Cornac Brawler level 38
53rd Dusk 123rd year of Ascendancy at 17:03 see stats
By qqqqqqqqqq the Cornac Brawler level 37
50th Dusk 123rd year of Ascendancy at 03:12 see stats
By qqqqqqqqqq the Cornac Brawler level 20
1st Time of Equilibrium 122nd year of Ascendancy at 06:55 see stats
By qqqqqqqqqq the Cornac Brawler level 15
26th Dusk 122nd year of Ascendancy at 20:02 see stats
By qqqqqqqqqq the Cornac Brawler level 36
46th Dusk 123rd year of Ascendancy at 02:10 see stats
By qqqqqqqqqq the Cornac Brawler level 38
57th Dusk 123rd year of Ascendancy at 07:28 see stats
By qqqqqqqqqq the Cornac Brawler level 20
78th Dusk 122nd year of Ascendancy at 18:26 see stats
By qqqqqqqqqq the Cornac Brawler level 28
59th Regrowth 123rd year of Ascendancy at 01:26 see stats
By qqqqqqqqqq the Cornac Brawler level 27
55th Regrowth 123rd year of Ascendancy at 09:22 see stats
By qqqqqqqqqq the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 04:49 see stats
By qqqqqqqqqq the Cornac Brawler level 20
78th Dusk 122nd year of Ascendancy at 16:13 see stats
By qqqqqqqqqq the Cornac Brawler level 30
9th Mirth 123rd year of Ascendancy at 16:01 see stats
By qqqqqqqqqq the Cornac Brawler level 40
62nd Dusk 123rd year of Ascendancy at 18:49 see stats
By qqqqqqqqqq the Cornac Brawler level 23
33rd Haze 122nd year of Ascendancy at 17:19 see stats
By qqqqqqqqqq the Cornac Brawler level 34
20th Dusk 123rd year of Ascendancy at 00:10 see stats
By qqqqqqqqqq the Cornac Brawler level 28
1st Mirth 123rd year of Ascendancy at 13:34 see stats
By qqqqqqqqqq the Cornac Brawler level 17
53rd Dusk 122nd year of Ascendancy at 11:25 see stats
By qqqqqqqqqq the Cornac Brawler level 36
46th Dusk 123rd year of Ascendancy at 04:37 see stats
By qqqqqqqqqq the Cornac Brawler level 27
55th Regrowth 123rd year of Ascendancy at 11:52 see stats
By qqqqqqqqqq the Cornac Brawler level 40
64th Dusk 123rd year of Ascendancy at 12:58 see stats
By qqqqqqqqqq the Cornac Brawler level 9
6th Mirth 122nd year of Ascendancy at 23:28 see stats
By qqqqqqqqqq the Cornac Brawler level 27
55th Regrowth 123rd year of Ascendancy at 11:52 see stats
By qqqqqqqqqq the Cornac Brawler level 23
46th Haze 122nd year of Ascendancy at 17:36 see stats
By qqqqqqqqqq the Cornac Brawler level 14
13rd Dusk 122nd year of Ascendancy at 08:57 see stats
By qqqqqqqqqq the Cornac Brawler level 23
46th Haze 122nd year of Ascendancy at 06:02 see stats
By qqqqqqqqqq the Cornac Brawler level 26
7th Regrowth 123rd year of Ascendancy at 00:53 see stats
By qqqqqqqqqq the Cornac Brawler level 17
51st Dusk 122nd year of Ascendancy at 03:47 see stats
By qqqqqqqqqq the Cornac Brawler level 32
6th Flare 123rd year of Ascendancy at 00:11 see stats
Log
Qqqqqqqqqq throws two quick punches.
qqqqqqqqqq misses Minotaur.
qqqqqqqqqq misses Minotaur.
qqqqqqqqqq misses Minotaur.
Minotaur uses Warshout.
Qqqqqqqqqq wanders around!.
Qqqqqqqqqq's deep wound closes.
Qqqqqqqqqq's armour is more intact.
Qqqqqqqqqq seems more focused.
Qqqqqqqqqq has recovered!
Talent Vitality is ready to use.
Burning from Ce'Nyta the orc grand summoner hits qqqqqqqqqq for (35 antimagic), (30 flat reduction), 6 fire (6 total damage).
Insidious Poison from Ce'Nyta the orc grand summoner hits qqqqqqqqqq for (28 antimagic), 0 nature (0 total damage).
Qqqqqqqqqq throws a wild haymaker!
qqqqqqqqqq misses Minotaur.
qqqqqqqqqq misses Minotaur.
Ce'Nyta the orc grand summoner uses Nature's Touch.
Ce'Nyta the orc grand summoner receives 701 healing.
Minotaur hits qqqqqqqqqq for (30 flat reduction), 32 physical (32 total damage).
Melee retaliation hits Minotaur for 3 mind damage.
qqqqqqqqqq the level 40 cornac brawler was pierced to death by a minotaur on level 4 of Gelenarithad.
Qqqqqqqqqq aims less carefully.
Qqqqqqqqqq deactivates Striking Stance.
Qqqqqqqqqq deactivates Daunting Presence.
Qqqqqqqqqq is no longer poisoned.
Qqqqqqqqqq deactivates Precise Strikes.
Qqqqqqqqqq stops burning.
Qqqqqqqqqq deactivates Antimagic Shield.
Qqqqqqqqqq is no longer attuned.