










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! 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:
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. 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: 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 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 | Cornac |
Class | Berserker |
Level / Exp | 23 / 69% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 78 (base 53) |
Dexterity | 22 (base 11) |
Constitution | 44 (base 25) |
Magic | 12 (base 10) |
Willpower | 15 (base 10) |
Cunning | 47 (base 29) |
Resources
Life | 839/839 |
Stamina | 188/188 |
Healing Factor | 1.4455007465519 |
Regeneration | 11.925381159053 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 35.679862542722 |
Offense: Mainhand
Damage | 139 |
Accuracy | 40 |
Crit Chance | 22% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Temporal | +6% |
All | 0% |
Physical | +5% |
Cold | +18% |
Nature | +3% |
Offense: Damage Penetration
Temporal | +5% |
Mind | +5% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 42.08934837382 (81.151787968034%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 13 |
Physical Save | 42 |
Spell Save | 23 |
Mental Save | 24 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 53%( 70%) |
All | + 13%( 70%) |
Lightning | + 27%( 70%) |
Light | + 20%( 70%) |
Physical | + 20%( 70%) |
Fire | + 34%( 70%) |
Mind | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Stun Resistance | 57% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
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 447 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 789% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -702 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 702 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Berserker Rage |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | 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 |
Escort the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara) | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 giant spider spinneret. * You've found the needed minotaur nose. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Fatigue +2% Resists +9% mind Die.at -40.00 life Max.HP +60.00 Pinning- +10% 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] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% darkness ----- def ----- Phys.save +9 (+3 eff.) Max.HP +44.00 ---------- misc Light +3 Infravis +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +1% Resists +5% arcane Max.HP +20.00 A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +1 Cun +2 Str ----- def ----- Max.HP +25.00 Heal.mod +20% Disarm- +20% Stun/Frz- +10% ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Cun +5 Con dps ---------- Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Dmg.mod +18% cold Res.pen +25% fire Melee Ret 4 mind ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Resists +3% lightning +12% cold +9% light Crit.chn- 15.00% Spell.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +6% mind +2% physical Die.at -20.00 life Max.HP +30.00 ---------- misc Max.stam +10.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +20 nature +16 fire While equipped: dps ---------- Acc +21 (+7 eff.) On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Defense +20 (+6 eff.) Disarm- +70% Massive two-handed mauls. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% Melee+ 8 physical Dmg.mod +5% physical Melee Ret 4 physical 8 cold ----- def ----- Armour +9 Defense +5 (+1 eff.) Resists +18% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +5% temporal ----- def ----- Armour +14 Fatigue +22% Resists +6% acid +7% physical +7% lightning +6% cold +6% arcane +7% fire Spell.save +11 (+5 eff.) Disarm- +22% Stun/Frz- +22% Knockbk- +22% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Cun +2 Con dps ---------- Phys.crit +2.0% Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Defense +2 (+0 eff.) Resists +8% acid +8% fire +7% lightning +7% cold Phys.save +16 (+5 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Master While equipped: Stats +7 Dex +8 Cun +6 Con dps ---------- Crit.mult +13.00% Mov.spd +20% Acc +6 (+2 eff.) Apr +13 On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -12% Resists +3% acid +9% fire +3% cold HP.reg +5.00 ---------- misc Stam/turn +1.40 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +4 Wil +5 Cun dps ---------- Melee Ret 4 mind ----- def ----- Crit.chn- 15.00% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Wil ----- def ----- Fatigue -4% Resists +10% fire +14% cold HP.reg +2.00 ---------- misc Equi/ret +0.12 Max.psi +40.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% lightning +3% fire +16% light +18% darkness Spell.save +3 (+1 eff.) Blind- +30% Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon [Ego++] Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con dps ---------- Phys.crit +9.0% Phys.pwr +28 (+7 eff.) Res.pen +10% physical ----- def ----- Disarm- +28% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +10 (+4 eff.) Apr +10 Massive two-handed swords. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Dmg.mod +9% arcane Res.pen +10% darkness ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane Stealth +5 ---------- misc Infravis +2 See.Invis +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +6 Cun +6 Lck dps ---------- Dmg.mod +12% acid Res.pen +5% arcane +5% acid On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Stealth +7 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +7 Lck dps ---------- Dmg.mod +6% blight Phasing +30% Melee Ret 6 nature 2 blight On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Spell.save +9 (+4 eff.) Stealth +10 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +11 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +5 Cun +3 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +6% temporal +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego+] Nature/Psionic While equipped: Stats +3 Con +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +1 Resists +6% lightning +6% temporal Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Fatigue +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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +15 (+3 eff.) Melee+ 6 physical Dmg.mod +5% physical ----- def ----- Armour +15 Fatigue +3% Resists +9% darkness 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 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% light Melee Ret 6 light ----- def ----- Defense +1 (+0 eff.) Resists +6% light Mind.save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +6% blight +3% all Spell.save +6 (+3 eff.) HP.reg +2.00 ---------- 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. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 43 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 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 172 power out of 344/400 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 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +9% acid Melee Ret 2 nature ----- def ----- Crit.chn- 5.00% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Not Da Winner the Cornac Berserker level 22
10th Allure 123rd year of Ascendancy at 04:59 see stats
By Not Da Winner the Cornac Berserker level 10
2nd Summertide 122nd year of Ascendancy at 00:18 see stats
By Not Da Winner the Cornac Berserker level 20
54th Haze 122nd year of Ascendancy at 03:30 see stats
By Not Da Winner the Cornac Berserker level 20
79th Haze 122nd year of Ascendancy at 00:41 see stats
By Not Da Winner the Cornac Berserker level 18
58th Dusk 122nd year of Ascendancy at 15:26 see stats
By Not Da Winner the Cornac Berserker level 22
9th Allure 123rd year of Ascendancy at 14:30 see stats
By Not Da Winner the Cornac Berserker level 23
1st Regrowth 123rd year of Ascendancy at 04:25 see stats
By Not Da Winner the Cornac Berserker level 11
4th Flare 122nd year of Ascendancy at 23:48 see stats
By Not Da Winner the Cornac Berserker level 16
13rd Dusk 122nd year of Ascendancy at 03:58 see stats
Log
Not Da Winner wears (replacing Ivissra the pair of iron boots (0 def, 3 armour)): grounding pair of rough leather boots of strife (0 def, 1 armour).
Not Da Winner wears (replacing dwarven-steel gauntlets 'Lisedhevena' (0 def, 15 armour)): Freezemarrow (5 def, 9 armour).
Not Da Winner deactivates Berserker Rage.
Not Da Winner activates Berserker Rage.
Not Da Winner wears (replacing grounding pair of rough leather boots of strife (0 def, 1 armour)): Ivissra the pair of iron boots (0 def, 3 armour).
Not Da Winner wears (replacing Arywen the Eclipseviper): Uludesin the rough leather belt.
There is an exit to the worldmap here (press '' or right click to use).
There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 4th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:41.
Today is the 5th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
You don't see how to get there...
Today is the 6th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 7th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 8th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)