











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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 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 Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. 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 | 15 / 14% |
Size | medium |
Lifes / Deaths | Killed by Siliwyn the green ooze at level 15 on the 17th Dearth 122nd year of Ascendancy at 22:45 / 1 |
Primary Stats
Strength | 56 (base 41) |
Dexterity | 27 (base 11) |
Constitution | 36 (base 32) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -26/629 |
Stamina | 0/160 |
Healing Factor | 1.3179202340232 |
Regeneration | 16.69481647575 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 24 |
Offense: Mainhand
Damage | 110 |
Accuracy | 34 |
Crit Chance | 2% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Defense: Base
Armour (hardiness) | 28.335093952971 (47.857809501309%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 22 |
Physical Save | 37 |
Spell Save | 33 |
Mental Save | 16 |
Defense: Resistances
Blight | + 32%( 70%) |
Physical | + 8%( 70%) |
Cold | + 39%( 70%) |
All | + 7%( 70%) |
Lightning | + 10%( 70%) |
Darkness | + 18%( 70%) |
Mind | + 10%( 70%) |
Fire | + 30%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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: 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
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. | active |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +6% fire +6% cold 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: ----- def ----- Defense +20 (+10 eff.) Resists +3% mind Phys.save +6 (+3 eff.) Max.HP +60.00 HP.reg +4.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Apr +3 Melee Ret 4 darkness 2 physical ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Dex ----- def ----- Resists +9% blight +3% lightning ---------- misc Light +2 See.Invis +6 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 215 physical damage Puts all charms on 15 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +2 Resists +22% cold HP.reg +4.00 ---------- misc See.Invis +9 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Armour +4 Resists +6% darkness +1% physical Mind.save +6 (+5 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 darkness Against +17% Living On Hit.r1 +16 acid On Hit: * 20% chance to reduce armor by 8% While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Mind.pwr +10 (+5 eff.) ---------- misc Max.psi +20.00 Massive two-handed mauls. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Str +2 Dex +2 Cun dps ---------- Phys.pwr +4 (+2 eff.) Acc +4 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Phys.save +5 (+2 eff.) Spell.save +11 (+6 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. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% blight +19% fire +10% nature A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +6% cold Max.HP +33.00 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- Res.pen +5% lightning ---------- misc Light +1 See.Invis +9 Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +18% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Master Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +4 light On Hit: * 20 arcane resource burn While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +5% light ---------- misc Light +1 Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Psionic Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Resists +3% lightning Max.HP +60.00 Cut- +10% Disarm- +28% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Acc +7 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master Power 32.0 - 51.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Master Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +16% Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 cold One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 20% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 16 While equipped: dps ---------- Dmg.mod +3% mind Res.pen +8% physical Acc +10 (+4 eff.) Apr +5 Melee Ret 4 mind Sharp, short and deadly. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Fatigue +8% Resists +11% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +6% fire +8% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 20.00 to 25.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% physical Acc +30 (+11 eff.) Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% cold +11% light +12% darkness A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 11 acid 8 fire Melee Ret 9 acid 8 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +13% acid +10% fire A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +26.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +25.00 A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +14 Fatigue +17% Resists +18% temporal +18% light +10% darkness Phys.save +7 (+3 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% cold A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +12% cold Spell.save +3 (+2 eff.) 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 [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +20% acid Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% lightning +5% temporal +3% acid A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +7% blight Res.pen +10% darkness +13% temporal Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +6 Resists +3% blight +12% temporal +15% darkness +3% nature Disease- +29% Def/telep +15 Res/telep +13% Dur/telep +16% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +18% darkness Res.pen +10% mind ----- def ----- Armour +3 Resists +9% lightning +8% temporal +9% light +3% fire A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Fatigue +1% Resists +5% blight +3% nature +3% acid Phys.save +3 (+1 eff.) Disease- +20% 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 [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +2 Dex +3 Wil +2 Cun ----- def ----- Armour +6 Fatigue +3% Resists +7% blight Mind.save +9 (+6 eff.) ---------- misc Infravis +5 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +1 Con dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% darkness Res.pen +15% cold ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Infravis +3 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 (+2 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 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 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 [Rare] Master While equipped: dps ---------- Melee Ret 4 mind 10 lightning ----- def ----- Resists +9% cold ---------- 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. |
![]() 2.0 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. |
![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+4 eff.) ---------- misc Light +7 See.Stealth +9 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
Achievements
By sukebe the Dwarf Berserker level 10
10th Dearth 122nd year of Ascendancy at 00:54 see stats
By sukebe the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 15:33 see stats
By sukebe the Dwarf Berserker level 13
15th Dearth 122nd year of Ascendancy at 22:48 see stats
Log
Sukebe is no longer weakened.
Sukebe is cured!
Sukebe lessens the pain.
Sukebe uses Adrenaline Surge.
Sukebe feels a surge of adrenaline.
Sukebe is confused and fails to use Death Dance.
Melee retaliation hits Siliwyn the green ooze for (1 to psi shield), 1 physical, 3 darkness (4 total damage).
Siliwyn the green ooze's Beyond the Flesh hits sukebe for 38 physical, 17 physical, 11 fire (65 total damage).
Siliwyn the green ooze uses Thermal Leech.
Sukebe is recovering from the damage!
Sukebe shrugs off the effect 'Frozen'!
Siliwyn the green ooze hits sukebe for 11 cold damage.
Sukebe seems more focused.
Sukebe has recovered!
Talent Warshout is ready to use.
Sukebe uses Death Dance.
Siliwyn the green ooze's armor corrodes!
sukebe hits Siliwyn the green ooze for (66 to psi shield), 141 physical, 5 darkness, (5 to psi shield), 7 acid (153 total damage).
Melee retaliation hits Siliwyn the green ooze for (1 to psi shield), 1 physical, 3 darkness (4 total damage).
Siliwyn the green ooze's Beyond the Flesh hits sukebe for 41 physical, 18 physical, 11 fire (70 total damage).
Sukebe uses Warshout.
Siliwyn the green ooze wanders around!
Siliwyn the green ooze uses Telekinetic Smash.
Melee retaliation hits Siliwyn the green ooze for (1 to psi shield), 1 physical, 3 darkness, (1 to psi shield), 1 physical, 3 darkness (9 total damage).
Siliwyn the green ooze hits sukebe for 65 physical, 38 light, 35 darkness, 18 physical, 11 fire, 67 physical, 18 physical, 11 fire (262 total damage).
Melee retaliation hits Siliwyn the green ooze for (1 to psi shield), 1 physical, 3 darkness (4 total damage).
Siliwyn the green ooze's Beyond the Flesh hits sukebe for 67 physical damage.
sukebe the level 15 dwarf berserker was impaled to death by Siliwyn the green ooze on level 3 of Sandworm lair.