








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 27 / 52% |
| Size | big |
| Lifes / Deaths | Killed by herald of oblivion at level 15 on the 25th Dusk 122nd year of Ascendancy at 17:48 4 / 2Killed by Carhal the human at level 24 on the 1st Haze 122nd year of Ascendancy at 03:21 |
Primary Stats
| Strength | 146 (base 58) |
| Dexterity | 66 (base 41) |
| Constitution | 54 (base 24) |
| Magic | 19 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 1049/1057 |
| Stamina | 199/199 |
| Steam | 100/100 |
| Healing Factor | 1.4097803169825 |
| Regeneration | 10.809556806988 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 38.097534654637 |
| See Invisible | 38.097534654637 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 253 |
| Accuracy | 71 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +27% |
| Temporal | +30% |
| Physical | +28% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +5% |
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 17 (38.594633868923%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 22 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 40%( 70%) |
| All | + 18%( 70%) |
| Temporal | + 43%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 38% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 209.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Rhydor (25 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Con dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +3 Defense +25 (+7 eff.) Fatigue +2% Phys.save +3 (+1 eff.) Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Armythad' (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag +2 Cun +3 Con dps ---------- Dmg.mod +15% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +3% blight +15% physical +12% temporal Crit.dmg- 10.00% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A pointy cloth hat, very wizardly... |
| Tool | Zubyreth the ash totem of healing [power 176] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Resists +9% acid +3% physical ---------- misc Stam/turn +3.00 Max.stam +20.00 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savage's copper ring of speed0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Mov.spd +11% Acc +7 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Spell.save +11 (+6 eff.) ---------- misc Max.stam +11.00 Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | Gasta the Strikeviper0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +6 Mag dps ---------- Melee+ 25 light Ranged+ 12 light Dmg.mod +12% light +3% lightning ----- def ----- Armour +8 Defense +20 (+5 eff.) Mind.save +14 (+7 eff.) Die.at -20.00 life Confus- +28% Rings make your fingers look great! |
| Around waist | Bigar the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +15% temporal +13% physical Res.pen +8% physical ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +2 A belt that goes around your waist. |
| In main hand | Chargerigor the dwarven-steel greatmaul (180% power, 2 apr) 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 181% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +4 mind On Hit: * splashes acid on your target dealing 23 damage and reducing their armor While equipped: Stats +13 Con +12 Wil dps ---------- Dmg.mod +3% lightning Res.pen +5% mind Melee Ret 10 mind ----- def ----- Max.HP +69.00 Massive two-handed mauls. |
| On hands | Samadorab (10 def, 6 armour) 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Crit.mult +10.00% Melee+ 6 cold Dmg.mod +5% cold Acc +27 (+6 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +7% cold Phys.save +7 (+3 eff.) Mind.save +16 (+8 eff.) Max.HP +48.00 Disarm- +106% ---------- misc Talents +3 Iron Grip 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. |
| Main armor | Pureterror the cashmere robe (30 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% temporal Res.pen +10% acid On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Defense +30 (+8 eff.) Resists +18% temporal +11% all Crit.dmg- 10.00% HP.reg +2.00 Confus- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Blindhue (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light On Hit (Melee): * 10% chance to reduce armor by 21% ----- def ----- Defense +1 (+1 eff.) Resists +9% acid +6% fire +20% nature +20% cold Max.HP +33.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Anumnir the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +1 Mag +3 Cun +4 Con dps ---------- Crit.mult +20.00% Mov.spd +10% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Fatigue -5% Resists +5% arcane HP.reg +2.00 ---------- misc Stam/turn +0.40 Vim/s.crit +1.00 Amulets make your neck look great! |
Inventory
medical injector implant of the duelist (efficiency 140% / cooldown 51%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 232% / cooldown 83%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 83%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Biraneg0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +13 Lck +4 Mag dps ---------- Acc +15 (+3 eff.) Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Defense +15 (+4 eff.) Resists +3% acid Unseen.red 21% Amulets make your neck look great! |
Belubrenne0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Con +2 Mag dps ---------- Crit.mult +10.00% Melee+ 11 light Ranged+ 10 light Dmg.mod +11% light +3% arcane Res.pen +25% physical ---------- misc Max.stam +20.00 Rings make your fingers look great! |
warbringer's dwarven-steel dagger of dampening (112% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Disrupt/Master Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +7% physical ----- def ----- Resists +7% acid +9% lightning +7% cold +9% fire +4% all Spell.save +7 (+4 eff.) Disarm- +10% Sharp, short and deadly. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +0% nature +0% cold A black cloak, with subtle illusion enchantments woven into its very fabric. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Spell.save +9 (+5 eff.) 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 helm 'Arcviper' (6 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Con dps ---------- Acc +6 (+1 eff.) Melee Ret 2 lightning On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +4% Resists +8% cold Spell.save +9 (+5 eff.) Poison- +10% Disarm- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Xuriawyn' (16 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Phys.crit +3.0% Mind.pwr +5 (+3 eff.) Dmg.mod +11% temporal Res.pen +5% acid ----- def ----- Defense +16 (+4 eff.) Resists +11% temporal Mind.save +6 (+3 eff.) ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
Beidramnir the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +2 Wil +4 Con dps ---------- Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Acc +15 (+3 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% blight +11% darkness +8% mind Mind.save +10 (+5 eff.) Max.HP +48.00 ---------- misc Light +2 A suit of armour made of mail. |
rejuvenating hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +5% acid +6% cold HP.reg +2.50 ---------- misc Stam/turn +1.00 Breathe water A suit of armour made of leather. |
Darkbutcher (0 def, 2 armour, 15 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +17% lightning +12% darkness +6% acid Spell.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate0.0 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. |
353 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.0 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Automated Portable Extractor0.0 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. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Berserk the Skeleton Berserker level 26
38th Haze 122nd year of Ascendancy at 11:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Berserk the Skeleton Berserker level 12
10th Dusk 122nd year of Ascendancy at 14:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Berserk the Skeleton Berserker level 21
74th Dusk 122nd year of Ascendancy at 07:16 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Berserk the Skeleton Berserker level 26
38th Haze 122nd year of Ascendancy at 10:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Berserk the Skeleton Berserker level 10
4th Flare 122nd year of Ascendancy at 01:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Berserk the Skeleton Berserker level 20
65th Dusk 122nd year of Ascendancy at 17:57 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Berserk the Skeleton Berserker level 18
53rd Dusk 122nd year of Ascendancy at 14:17 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Berserk the Skeleton Berserker level 26
37th Haze 122nd year of Ascendancy at 17:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Berserk the Skeleton Berserker level 13
21st Dusk 122nd year of Ascendancy at 07:23 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Berserk the Skeleton Berserker level 26
37th Haze 122nd year of Ascendancy at 07:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Berserk the Skeleton Berserker level 6
6th Mirth 122nd year of Ascendancy at 22:41 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Berserk the Skeleton Berserker level 26
38th Haze 122nd year of Ascendancy at 11:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Berserk the Skeleton Berserker level 11
10th Flare 122nd year of Ascendancy at 19:27 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Berserk the Skeleton Berserker level 23
79th Dusk 122nd year of Ascendancy at 22:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Berserk the Skeleton Berserker level 15
25th Dusk 122nd year of Ascendancy at 23:30 see stats
Log
Berserk hits Cold drake hatchling for 466 physical damage.
Berserk killed Cold drake hatchling!
Berserker Rage's rage subsides!
Learnt new tinker schematic: Power Distributor
Resting starts...
Talent Death Dance is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Rush is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Berserk uses Create Tinker.
Saving game...
Saving done.
Berserk deactivates Daunting Presence.
Berserk activates Daunting Presence.
Berserk deactivates Berserker Rage.
Berserk activates Berserker Rage.





























































































