














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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.
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 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 21 / 63% |
Size | big |
Lifes / Deaths | Killed by Ithta the Invoker at level 21 on the 47th Haze 122nd year of Ascendancy at 03:18 / 2Killed by Ithta the Invoker at level 21 on the 47th Haze 122nd year of Ascendancy at 03:23 |
Antimagic | Follower |
Primary Stats
Strength | 41 (base 34) |
Dexterity | 58 (base 44) |
Constitution | 17 (base 10) |
Magic | 8 (base 10) |
Willpower | 31 (base 22) |
Cunning | 20 (base 12) |
Resources
Life | -390/628 |
Steam | 100/100 |
Stamina | 252/252 |
Equilibrium | 0 |
Healing Factor | 1.0629415192739 |
Regeneration | 0.26573537981848 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 7 |
See Stealth | 20 |
See Invisible | 33 |
Offense: Mainhand
Damage | 67 |
Accuracy | 58 |
Crit Chance | 16% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 58 |
Crit Chance | 18% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Arcane | +24% |
Physical | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Physical | +7% |
Mind | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 24 (57.155997060385%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 21 |
Mental Save | 37 |
Defense: Resistances
Lightning | + 13%( 70%) |
Physical | + 6%( 70%) |
Cold | + 11%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 53%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 74% |
Confusion Resistance | 32% |
Pinning Resistance | 23% |
Disarm Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical 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: MovementUse 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 increase movement speed by 451% 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 Constitution stat. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
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 grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 Shade. | done |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed sandworm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Apr +1 ----- def ----- Armour +5 Fatigue +2% Phys.save +10 (+3 eff.) Mind.save +11 (+5 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% physical Res.pen +10% nature ----- def ----- Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +20.00 Light +3 See.Stealth +5 See.Invis +18 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 | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +25% cold ----- def ----- Armour +8 Fatigue +4% Resists +10% fire +11% cold Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +10 (+2 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Phys.save +5 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +5 (+3 eff.) Disarm- +22% 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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Max.HP +40.00 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +3% blight Melee Ret 2 nature 4 blight ----- def ----- Resists +9% blight Max.HP +24.00 Disarm- +23% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +10% mind ----- def ----- Phys.save +6 (+2 eff.) Mind.save +9 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.08 Max.psi +10.00 Light +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +13% lightning Stun/Frz- +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego] Psionic Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +13.5% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +5 Wil Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 3.0 T3 longsword 1H weapon [Ego+] Nature/Master Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +15.5% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Res.pen +7% physical Acc +6 (+1 eff.) Apr +7 Sharp, long, and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +4% Dmg.mod +12% arcane ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +9% fire Phys.save +8 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +6 Defense +13 (+5 eff.) Fatigue +8% Resists +6% physical Phys.save +18 (+6 eff.) A suit of armour made of leather. |
Inventory
![]() 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 148% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +15% mind Confus- +29% ---------- misc Mana/turn +0.12 Max.mana +33.00 Amulets make your neck look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +8 Wil dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ----- def ----- Resists +6% cold ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Disrupt/Master Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 19 arcane resource burn Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 temporal On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: ----- def ----- Resists +10% temporal Massive two-handed battleaxes. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +9% fire Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego++] Nature/Master Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +9 Wil +11 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% physical ----- def ----- Max.HP +14.00 Disarm- +15% Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Ego] Psionic Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +2 Wil Blunt and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 steamsaw 1H weapon [Normal] Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Ego] Nature/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: dps ---------- Melee+ 10 cold Melee Ret 3 ice ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +12 darkness While equipped: dps ---------- Dmg.mod +11% physical +9% light +12% darkness Res.pen +10% darkness ----- def ----- Resists +3% nature +9% darkness ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +20.00 A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +6% Phys.save +5 (+2 eff.) Mind.save +11 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +5% Phys.save +7 (+2 eff.) Mind.save +10 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +12% Resists +20% lightning A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% nature ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +18% nature +6% acid ---------- misc Hate/m.crit +1.00 A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +25% mind +10% light ----- def ----- Defense +11 (+4 eff.) Resists +9% light Stealth +8 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +9% fire +5% cold Mind.save +5 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+3 eff.) Max.HP +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: Stats +2 Con dps ---------- Dmg.mod +6% fire Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +7% nature +6% darkness Crit.chn- 15.00% ---------- misc Infravis +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- Res.pen +15% cold ----- def ----- Armour +3 Fatigue +3% Crit.chn- 5.00% Mind.save +10 (+4 eff.) Disarm- +20% Knockbk- +20% ---------- misc Light +2 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +15.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% light Acc +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Die.at -40.00 life ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Cun +2 Str dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 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. |
![]() 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 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% darkness +21% mind Res.pen +20% darkness Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 15 cooldown 100% to increase all damage by 22% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Dragmakan the Krog Marauder level 21
47th Haze 122nd year of Ascendancy at 03:21 see stats
By Dragmakan the Krog Marauder level 12
36th Dusk 122nd year of Ascendancy at 14:51 see stats
By Dragmakan the Krog Marauder level 10
8th Mirth 122nd year of Ascendancy at 03:57 see stats
By Dragmakan the Krog Marauder level 20
27th Haze 122nd year of Ascendancy at 00:40 see stats
By Dragmakan the Krog Marauder level 21
46th Haze 122nd year of Ascendancy at 06:15 see stats
By Dragmakan the Krog Marauder level 11
9th Flare 122nd year of Ascendancy at 11:00 see stats
By Dragmakan the Krog Marauder level 15
62nd Dusk 122nd year of Ascendancy at 23:59 see stats
By Dragmakan the Krog Marauder level 21
47th Haze 122nd year of Ascendancy at 03:18 see stats
Log
Harhera the Bringer of Doom receives 72 healing from Harhera the Bringer of Doom's demonfire area effect.
Harhera the Bringer of Doom's is vulnerable to attacks and effects!
Harhera the Bringer of Doom's spell attains critical power!
Dragmakan hits Harhera the Bringer of Doom for 86 physical, 5 mind, 29 fire, 48 physical, 5 nature, 29 fire (202 total damage).
Harhera the Bringer of Doom misses Dragmakan.
The unstable sand tunnel collapses!
Harhera the Bringer of Doom misses Dragmakan.
Acid Splash from Harhera the Bringer of Doom hits Dragmakan for 5 acid damage.
Personal New Achievement: Bringer of Doom (Insane (Roguelike) difficulty)!
You feel a surge of power as a powerful creature falls nearby.
Ithta the Invoker's arcane area effect hits Dragmakan for 260 arcane damage.
Ithta the Invoker's arcane area effect hits Sandworm burrower for 0 arcane damage.
Ithta the Invoker's arcane area effect hits Harhera the Bringer of Doom for 349 arcane damage.
Harhera the Bringer of Doom's demonfire area effect hits Dragmakan for 19 fire damage.
Harhera the Bringer of Doom's demonfire area effect hits Sandworm burrower for 0 fire damage.
LIFE LOST WARNING!
Dragmakan picks up (p.): impenetrable dwarven-steel mail armour of lightning resistance (3 def, 14 armour).
Dragmakan picks up (u.): Wind's Whisper (4 def, 0 armour).
Dragmakan picks up (v.): heroic hardened leather gloves (0 def, 5 armour).
Dragmakan picks up (n.): hardened leather armour of resilience (9 def, 6 armour).
Dragmakan picks up (f.): elemental iron greatsword (15-24 power, 1 apr).
Lore found: Wind's Whisper
You can read all your collected lore in the game menu, by pressing Escape.
The unstable sand tunnel collapses!
Ithta the Invoker's arcane area effect hits Dragmakan for 260 arcane damage.
Ithta the Invoker's arcane area effect hits Sandworm burrower for 0 arcane damage.
Acid Splash from Harhera the Bringer of Doom hits Dragmakan for 5 acid damage.
Harhera the Bringer of Doom's demonfire area effect hits Sandworm burrower for 0 fire damage.
Dragmakan the level 21 krog marauder was mana-torn to death by Ithta the Invoker on level 3 of Sandworm lair.