











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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. 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 22 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nedathra the sandworm at level 22 on the 21st Iron 123rd year of Ascendancy at 04:02 / 1 |
Primary Stats
| Strength | 59 (base 51) |
| Dexterity | 9 (base 11) |
| Constitution | 55 (base 43) |
| Magic | 9 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -66/840 |
| Stamina | 6/212 |
| Healing Factor | 1.304935892727 |
| Regeneration | 9.4607852222706 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 20 |
| Crit Chance | 6% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Light | +18% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Light | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 65.723073231957 (96.438666929426%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 29 |
| Physical Save | 31 |
| Spell Save | 37 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 27%( 70%) |
| All | + 10%( 70%) |
| Physical | + 11%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Confusion Resistance | 24% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 40% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| 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 320 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 665% 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 / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 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 |
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 failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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: * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. 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 minotaur nose. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within3 lumberjacks have died. | 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 | Weeptooth the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +6% nature Res.pen +5% light +5% nature ----- def ----- Armour +8 Fatigue +3% Resists +12% light +3% nature ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Falinik2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +1 Mag ----- def ----- Armour +4 Crit.dmg- 5.00% Poison- +20% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brenylarand the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Resists +3% temporal +8% fire +5% arcane +6% cold Die.at -40.00 life Poison- +20% Knockbk- +10% A cap made of leather. |
| Tool | Korezilagen (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% temporal Apr +5 On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +3% acid +1% physical +3% temporal +3% blight While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savage's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) HP.reg +3.00 Stun/Frz- +28% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| On fingers | titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around waist | rough leather belt of unlife =Breath=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Huthel the dwarven-steel greatmaul (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Disrupt Power 152% 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: * 16% chance to slow global speed by 44% While equipped: Stats +2 Wil +5 Con dps ---------- Mind.crit +4% ----- def ----- Resists +6% lightning +6% temporal Crit.dmg- 15.00% Massive two-handed mauls. |
| On hands | Velabreth the dwarven-steel gauntlets (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +10 Fatigue +3% Resists +6% nature +15% fire Spell.save +6 (+3 eff.) HP.reg +3.00 Pinning- +20% ---------- misc Stam/turn +1.00 Max.stam +13.00 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. |
| Main armor | Silonn the dwarven-steel plate armour (0 def, 15 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Disrupt While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +12% blight +14% nature +12% acid Spell.save +18 (+7 eff.) Max.HP +40.00 A suit of armour made of metal plates. |
| Cloak | Sewertitan the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +15 (+7 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +13% cold ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glimmerwedge the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +5% light ----- def ----- Resists +5% arcane +3% fire +3% darkness +15% mind Die.at -20.00 life Confus- +24% Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 150; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs =Blind=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Barehek the copper ring =Confuse=0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Resists +18% lightning +6% nature +5% arcane Mind.save +6 (+6 eff.) Confus- +23% Rings make your fingers look great! |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Flarestinger the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Acc +10 (+5 eff.) Apr +12 Melee Ret 8 fire ----- def ----- Armour +8 Defense +16 (+16 eff.) Resists +6% acid Poison- +20% Stun/Frz- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
iron greatmaul of massacre (130% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
truestriking iron greatsword (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Master Power 115% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+5 eff.) Apr +9 Massive two-handed swords. |
slime-covered steel greatsword of massacre (143% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 44% Massive two-handed swords. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel plate armour of cold resistance (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +15% cold A suit of armour made of metal plates. |
Shiverhacker the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +2.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Dmg.mod +9% physical Acc +5 (+3 eff.) ----- def ----- Resists +6% cold Spell.save +10 (+4 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
Aerith (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +6% cold +6% temporal +2% physical Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Oaktrail' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% nature Res.pen +5% mind +5% physical Melee Ret 2 nature ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Floewarden' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +1 Resists +6% lightning +7% temporal +9% cold Max.HP +20.00 Disarm- +10% A pair of boots made of leather. |
pair of rough leather boots 'Oloroddarand' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +10.00% On Hit (Melee): * 10% chance to reduce armor by 8% ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+11 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Raguregosta' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +21% physical ----- def ----- Armour +1 HP.reg +1.00 Heal.mod +11% A pair of boots made of leather. |
Harulathasin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +10 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Blind- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowpeal (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 8 blight Dmg.mod +3% blight ----- def ----- Armour +2 Resists +5% blight +6% cold +9% light HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +16.00 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. |
heroic iron gauntlets (0 def, 4 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Fatigue +1% Mind.save +6 (+6 eff.) Max.HP +44.00 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. |
Aduvena the Dazzlewedge (0 def, 1 armour) =2 light=2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Armour +1 Fatigue +1% Resists +3% fire Phys.save +10 (+5 eff.) ---------- misc Light +2 A cap made of leather. |
Healream the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +3 Con dps ---------- Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% nature Phys.save +11 (+6 eff.) A cap made of leather. |
rough leather cap of dexterity (+2) (0 def, 1 armour) =2 dex=2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Gundil the Glarewedge (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% light +3% physical ---------- misc Stam/ret +1.10 Equi/ret +0.80 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layeldann (0 def, 3 armour) =Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +3% light +6% darkness +6% cold +3% nature +5% arcane ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poliyarin (0 def, 5 armour) =30 acc=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +15% physical Acc +30 (+15 eff.) Apr +1 ----- def ----- Armour +5 Fatigue +5% ---------- misc Max.stam +10.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Manadin' (0 def, 4 armour) =20 power=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +15% blight +6% physical Apr +2 ----- def ----- Armour +4 Fatigue +4% Phys.save +15 (+8 eff.) ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
6 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 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature 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. |
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 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
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. |
128 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. |
Unlightsorrow the brass lantern =8 light=2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun +1 Con dps ---------- Res.pen +10% acid ----- def ----- Resists +3% darkness ---------- misc Light +8 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Bethevena' (dig speed 29 turns) =3 light=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Dex +4 Mag +2 Wil +3 Con ---------- misc Spell.cld 10% Light +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Flareraze' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +6% fire ----- def ----- Resists +6% blight +1% physical Disarm- +10% Knockbk- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
supercharged iron torque of gale force [power 125] (5/19 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 125 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Urtin the Dwarf Berserker level 9
1st Acquisition 122nd year of Ascendancy at 13:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Urtin the Dwarf Berserker level 10
9th Profit 122nd year of Ascendancy at 13:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Urtin the Dwarf Berserker level 20
5th Wealth 122nd year of Ascendancy at 22:38 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Urtin the Dwarf Berserker level 22
20th Dearth 122nd year of Ascendancy at 22:12 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Urtin the Dwarf Berserker level 19
5th Wealth 122nd year of Ascendancy at 04:33 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Urtin the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 04:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Urtin the Dwarf Berserker level 9
4th Profit 122nd year of Ascendancy at 04:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Urtin the Dwarf Berserker level 9
5th Profit 122nd year of Ascendancy at 22:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Urtin the Dwarf Berserker level 18
40th Profit 122nd year of Ascendancy at 15:03 see stats
Log
Urtin misses Ce'Nedathra the sandworm.
Urtin has been set up!
Ce'Nedathra the sandworm uses Evasion.
Ce'Nedathra the sandworm tries to evade attacks.
Ce'Nedathra the sandworm isn't moving as defensively anymore.
Ce'Nedathra the sandworm uses Fan of Knives.
Urtin no longer revels in blood quite so much.
Talent Shattering Blow is ready to use.
Ce'Nedathra the sandworm's Fan of Knives hits Urtin for 43 physical damage.
Ce'Nedathra the sandworm's Fan of Knives hits Urtin for 34 physical damage.
Ce'Nedathra the sandworm's Fan of Knives hits Urtin for 32 physical damage.
Ce'Nedathra the sandworm's Fan of Knives hits Urtin for 29 physical damage.
Ce'Nedathra the sandworm's Fan of Knives hits Urtin for 49 physical damage.
Urtin uses Death Dance.
Urtin misses Ce'Nedathra the sandworm.
Ce'Nedathra the sandworm uses Dual Strike.
Urtin resists the stunning strike!
Ce'Nedathra the sandworm hits Urtin for 12 physical, 8 physical (20 total damage).
Talent Vitality is ready to use.
Ce'Nedathra the sandworm evades Urtin.
Urtin instinctively hardens his skin and ignores the attack!
Urtin repels an attack from Ce'Nedathra the sandworm.
Urtin counters the attack!
Ce'Nedathra the sandworm hits Urtin for 6 physical damage.
Ce'Nedathra the sandworm's Quickdraw Knife hits Urtin for 75 physical damage.
Urtin the level 22 dwarf berserker was maimed to death by Ce'Nedathra the sandworm on level 1 of Sandworm lair.
Urtin's rage subsides!
























































































