










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 13 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 13 on the 21st Dusk 122nd year of Ascendancy at 01:03 / 1 |
Primary Stats
| Strength | 40 (base 38) |
| Dexterity | 14 (base 11) |
| Constitution | 27 (base 27) |
| Magic | 16 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -8/389 |
| Stamina | 31/148 |
| Healing Factor | 1.2386945338482 |
| Regeneration | 11.329289060402 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 43 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Arcane | +4% |
Defense: Base
| Armour (hardiness) | 28.317011280365 (72.903125182002%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 16 |
| Physical Save | 27 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Light | + 38%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 10%( 70%) |
| Acid | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 161 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You failed to protect the lone alchemist from death by Guts. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
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 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 |
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 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 |
Equipment
| On feet | [vs. Blastlore the pair of rough leather boots (0 def, 5 armour) (On feet)]Blastlore the pair of rough leather boots (0 def, 5 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% (-) Phys.pwr +15 (+5 eff.) (-) Melee Ret 2(-) fire ----- def ----- Armour +5 (-) Fatigue -4% (-) Resists +6%(-) lightning Phys.save +6 (+3 eff.) (-) ---------- misc Max.enc +22 (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15(-) Lite Light Burst (radius 1) Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]iron helm of strength (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2(-) Str ----- def ----- Armour +3 (-) Fatigue +5% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Eye of the Dreaming One (Tool)]Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil dps ---------- Mind.pwr +5 (+3 eff.) (-) ----- def ----- Mind.save +10 (+8 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. wizard's copper ring of power (On fingers, 1 of 2)]wizard's copper ring of power 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3(-) Mag dps ---------- Phys.pwr +6 (+2 eff.) (-) Spell.pwr +6 (+2 eff.) (-) Mind.pwr +6 (+3 eff.) (-) ----- def ----- Spell.save +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. wizard's copper ring of power (On fingers, 1 of 2)]steel ring of clarity 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +0(-3) Mag dps ---------- Phys.pwr +0 (+0 eff.) (-6 (-2 eff.)) Spell.pwr +0 (+0 eff.) (-6 (-2 eff.)) Mind.pwr +0 (+0 eff.) (-6 (-3 eff.)) ----- def ----- Spell.save +0 (+0 eff.) (-6 (-3 eff.)) Mind.save +5 (+2 eff.) Confus- +26% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. cleansing rough leather belt (Around waist)]cleansing rough leather belt 1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +6%(-) acid +6%(-) blight A belt that goes around your waist. |
| In main hand | [vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]quick steel greatmaul (29-44 power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +1.0% (-) Atk.spd 100% (-) While equipped: Stats +3(-) Dex dps ---------- Phys.spd +10% (-) Acc +7 (+3 eff.) (-) Massive two-handed mauls. |
| On hands | [vs. radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) (On hands)]radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3(-) Mag dps ---------- Melee+ 12(-) light Dmg.mod +3%(-) light +4%(-) arcane ----- def ----- Armour +2 (-) Fatigue +3% (-) Resists +5%(-) light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. impenetrable iron mail armour of spell shielding (2 def, 10 armour) (Main armor)]impenetrable iron mail armour of spell shielding (2 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane/Master While equipped: ----- def ----- Armour +10 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resists +6%(-) arcane Spell.save +11 (+5 eff.) (-) A suit of armour made of mail. |
| Cloak | [vs. enveloping linen cloak (6 def, 0 armour) (Cloak)]enveloping linen cloak (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+6 eff.) (-) Phys.save +5 (+3 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 | [vs. steel amulet (Around neck)]steel amulet 0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Inventory
shatter afflictions rune (absorb 35; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 35 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]steel battleaxe (22-34 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Normal] Power 22.5 - 33.8(-6.5 - -9.8) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +5.0% (+4.0%) Atk.spd 100% (-) While equipped: Stats +0(-3) Dex dps ---------- Phys.spd +0% (-10%) Acc +0 (+0 eff.) (-7 (-3 eff.)) Massive two-handed battleaxes. |
[vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]steel dagger (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 12.5 - 16.2(-16.5 - -27.2) Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 (+4) Crit +5.0% (+4.0%) Atk.spd 100% (-) While equipped: Stats +0(-3) Dex dps ---------- Phys.spd +0% (-10%) Acc +0 (+0 eff.) (-7 (-3 eff.)) Sharp, short and deadly. |
[vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]arcing iron greatmaul of massacre (30-45 power, 1 apr) 5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 30.0 - 45.0(+1.0 - +1.5) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 (-1) Crit +0.5% (-0.5%) Atk.spd 100% (-) On Hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +0(-3) Dex dps ---------- Phys.spd +0% (-10%) Acc +0 (+0 eff.) (-7 (-3 eff.)) Massive two-handed mauls. |
[vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]steel greatmaul (26-38 power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Normal] Power 25.5 - 38.2(-3.5 - -5.2) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +1.0% (-) Atk.spd 100% (-) While equipped: Stats +0(-3) Dex dps ---------- Phys.spd +0% (-10%) Acc +0 (+0 eff.) (-7 (-3 eff.)) Massive two-handed mauls. |
[vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]Eye of Winter (8-9 power, 18 apr, cold damage) 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8(-21.0 - -34.7) Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 (+16) Crit +5.0% (+4.0%) Atk.spd 100% (-) While equipped: Stats +0(-3) Dex dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Phys.spd +0% (-10%) Dmg.mod +10% cold Res.pen +10% cold Acc +0 (+0 eff.) (-7 (-3 eff.)) ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
[vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]earthen ash vilestaff (15-18 power, 3 apr, acid element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0(-14.0 - -25.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (+1) Crit +3.0% (+2.0%) Atk.spd 100% (-) While equipped: Stats +0(-3) Dex dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Phys.spd +0% (-10%) Dmg.mod +15% acid Acc +0 (+0 eff.) (-7 (-3 eff.)) ----- def ----- Armour +3 Hardiness +2% Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. quick steel greatmaul (29-44 power, 2 apr) (In main hand)]arcing steel waraxe (12-18 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 12.5 - 17.5(-16.5 - -26.0) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 (+1) Crit +4.0% (+3.0%) Atk.spd 100% (-) On Hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +0(-3) Dex dps ---------- Phys.spd +0% (-10%) Acc +0 (+0 eff.) (-7 (-3 eff.)) One-handed war axes. |
[vs. enveloping linen cloak (6 def, 0 armour) (Cloak)]linen cloak of protection (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) (-5 (-5 eff.)) Phys.save +0 (+0 eff.) (-5 (-3 eff.)) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. impenetrable iron mail armour of spell shielding (2 def, 10 armour) (Main armor)]Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Armour +0 (-10) Defense +12 (+12 eff.) (+10 (+10 eff.)) Fatigue +0% (-12%) Resists +15% cold +0%(-6%) arcane +7% all Spell.save +0 (+0 eff.) (-11 (-5 eff.)) ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) (On hands)]Branugorand the Lightwolf (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +0(-3) Mag dps ---------- Melee+ 0(-12) light 7 fire Dmg.mod +5% fire +0%(-3%) light +0%(-4%) arcane ----- def ----- Armour +2 (-) Fatigue +3% (-) Resists +6% acid +9%(+4%) light +7% fire +6% nature +6% darkness Crit.chn- 5.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) (On hands)]Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +0(-3) Mag +4 Wil +4 Cun dps ---------- Mind.pwr +2 (+1 eff.) Melee+ 0(-12) light Dmg.mod +0%(-4%) arcane +5% nature +0%(-3%) light ----- def ----- Armour +0 (-2) Fatigue +0% (-3%) Resists +10% nature +0%(-5%) light Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
[vs. radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) (On hands)]naturalist's iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: Stats +0(-3) Mag dps ---------- Melee+ 6 nature 0(-12) light Dmg.mod +0%(-4%) arcane +4% nature +0%(-3%) light ----- def ----- Armour +1 (-1) Fatigue +1% (-2%) Resists +5% nature +0%(-5%) light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. iron helm of strength (+2) (0 def, 3 armour) (On head)]insulating iron helm of dexterity (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +0(-2) Str +2 Dex ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. impenetrable iron mail armour of spell shielding (2 def, 10 armour) (Main armor)]Tidewar (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Rare] Master While equipped: ----- def ----- Armour +4 (-6) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resists +12% acid +3% darkness +6% blight +26% cold +0%(-6%) arcane +6% fire Spell.save +0 (+0 eff.) (-11 (-5 eff.)) A suit of armour made of mail. |
[vs. impenetrable iron mail armour of spell shielding (2 def, 10 armour) (Main armor)]impenetrable iron mail armour of cold resistance (2 def, 9 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +9 (-1) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resists +0%(-6%) arcane +15% cold Spell.save +0 (+0 eff.) (-11 (-5 eff.)) A suit of armour made of mail. |
[vs. impenetrable iron mail armour of spell shielding (2 def, 10 armour) (Main armor)]impenetrable steel mail armour of acid resistance (2 def, 12 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +12 (+2) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resists +17% acid +0%(-6%) arcane Spell.save +0 (+0 eff.) (-11 (-5 eff.)) A suit of armour made of mail. |
barbed quiver of elm arrows of crippling (16/16, 22-31 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Ego++] Master Power 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +19.0% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
[vs. Eye of the Dreaming One (Tool)]Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-3 eff.)) Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight ----- def ----- Mind.save +0 (+0 eff.) (-10 (-8 eff.)) While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
[vs. Eye of the Dreaming One (Tool)]cleansing elm totem of stinging [power 110] (15 cooldown) 2.0 T1 totem charm [Ego] Nature While equipped: Stats +0(-5) Wil dps ---------- Mind.pwr +0 (+0 eff.) (-5 (-3 eff.)) ----- def ----- Mind.save +0 (+0 eff.) (-10 (-8 eff.)) Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 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. |
5 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. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Guts the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 04:56 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Guts the Cornac Berserker level 9
4th Mirth 122nd year of Ascendancy at 13:06 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Guts the Cornac Berserker level 9
6th Mirth 122nd year of Ascendancy at 02:55 see stats
Log
Guts uses Warshout.
Worm that walks wanders around!
Guts is recovering from the damage!
Epidemic from Worm that walks hits Guts for 51 blight damage.
Worm Rot from Worm that walks hits Guts for 38 blight, 35 acid (73 total damage).
Guts uses Infusion: Healing.
Guts is free from the epidemic.
Guts receives 29 healing from Infusion: Healing.
Guts uses Infusion: Movement.
Guts is moving at extreme speed!
Worm that walks casts Drain.
Worm that walks hits Guts for 180 blight damage.
Berserker Rage's rage subsides!
Guts has finished recovering.
Worm Rot from Worm that walks hits Guts for 38 blight, 35 acid (73 total damage).
Guts uses Infusion: Wild.
Guts is free from the worm rot.
Guts is cured!
Guts lessens the pain.
Guts slows down.
Guts uses Infusion: Regeneration.
Guts starts regenerating health quickly.
Worm that walks receives 6 healing from Ruin.
Melee retaliation hits Worm that walks for 3 fire, 3 fire (5 total damage).
Worm that walks hits Guts for 10 physical, 6 nature, 13 blight (28 total damage).
Guts the level 13 cornac berserker was debilitated by noxious blight before falling to death by a worm that walks on level 3 of Old Forest.











































































