










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 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. 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 | Brawler |
| Level / Exp | 22 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Siledawe the maulotaur at level 22 on the 25th Dearth 122nd year of Ascendancy at 17:20 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 24) |
| Dexterity | 52 (base 44) |
| Constitution | 35 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 46 (base 37) |
Resources
| Life | -11/975 |
| Stamina | 80/176 |
| Healing Factor | 1.3916660017319 |
| Regeneration | 11.063744713768 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Barehand
| Damage | 91 |
| Accuracy | 49 |
| Crit Chance | 23% |
| APR | 42 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Lightning | +11% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 4 |
| Physical Save | 25 |
| Spell Save | 17 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Nature | + 6%( 70%) |
| Cold | + 6%( 70%) |
| Blight | + 11%( 70%) |
| Acid | + 6%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 517% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 defiler from death by One Punch Man. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 |
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 AlchemistsUngrol 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 warg claw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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 |
Equipment
| On feet | Torchjam the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mind.pwr +20 (+8 eff.) Dmg.mod +6% fire Apr +4 ----- def ----- Armour +1 Resists +3% mind ---------- misc Equi/ret +0.16 A pair of boots made of leather. |
| On hands | heroic dwarven-steel gauntlets of butchering (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) Apr +9 ----- def ----- Armour +6 Fatigue +3% Resists +8% blight Spell.save +9 (+6 eff.) Mind.save +7 (+3 eff.) Max.HP +47.00 Unarmed combat: Power 130% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +16 Crit +8.0% Atk.spd 100% On Hit: 10% Battle Shout 3 On Hit: * 13% chance to slow global speed by 50% * 10% chance to reduce armor by 9% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm 'Anidurain' (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +3% blight Max.HP +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Dagelen the iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Acc +5 (+1 eff.) Apr +1 ---------- misc Stam/turn +1.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 109 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
| Around neck | grounding copper amulet of murder0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Resists +12% lightning Stun/Frz- +25% Amulets make your neck look great! |
| Main armor | troll-hide rough leather armour of the deep (3 def, 3 armour)9.0 T1 light armor [Ego++] Nature While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +6% Resists +6% acid +6% cold Max.HP +36.00 HP.reg +3.70 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
| Cloak | Eilinitira the Carrionborn (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Defense +6 (+2 eff.) Resists +6% nature Phys.save +3 (+2 eff.) Max.HP +30.00 HP.reg +2.00 Heal.mod +10% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Koreromihir1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Phys.pwr +15 (+4 eff.) Melee Ret 2 physical ----- def ----- Max.HP +72.00 Confus- +10% A belt that goes around your waist. |
Inventory
healing infusion (heal 55; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 132; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 146; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 146 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. |
heroism infusion (die at -210; dur 6; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd 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 -210 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 420 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 3; cd 14)0.1 infusion scroll [Normal] 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 cure yourself of one random magical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 2; cd 14)0.1 infusion scroll [Normal] 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 cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 26%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Daimynarirab0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +1 Mag +2 Wil +3 Cun dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -4% Resists +6% acid Mind.save +7 (+3 eff.) HP.reg +2.00 Confus- +12% Amulets make your neck look great! |
steel amulet 'Glitterblow'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Cun +3 Str dps ---------- S.pwr/crit +4 Dmg.mod +6% blight Res.pen +10% light ----- def ----- Resists +12% fire +13% cold ---------- misc Mana/s.crit +1.00 Amulets make your neck look great! |
Cloudrune the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +12% fire ----- def ----- Resists +21% lightning +24% fire +12% acid ---------- misc Light +2 Rings make your fingers look great! |
warbringer's dwarven-steel battleaxe (140% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 141% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +17% Massive two-handed battleaxes. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
iron dagger 'Toxinhunt' (102% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- Res.pen +25% nature Melee Ret 2 nature ----- def ----- Resists +12% acid +5% arcane +6% nature Mind.save +3 (+1 eff.) Sharp, short and deadly. |
warbringer's dwarven-steel greatsword (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +14% Massive two-handed swords. |
Willowidol the yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +16 nature On Crit.r2 +24 acid +21 nature While equipped: dps ---------- Dmg.mod +9% darkness +21% fire Res.pen +17% acid +26% nature Apr +11 Longbows are used to shoot arrows at your foes. |
blazebringer's yew longbow of dexterity (+5)4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +20 fire While equipped: Stats +5 Dex dps ---------- All.spd +6% Res.pen +8% physical +9% fire Longbows are used to shoot arrows at your foes. |
dwarven-steel mace 'Tuliruihir' (131% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Melee Ret 8 blight ----- def ----- Resists +5% arcane Phys.save +9 (+5 eff.) Heal.mod +20% Disease- +20% ---------- misc Max.psi +30.00 Blunt and deadly. |
iron mace (107% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
hardened leather sling of lightning4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +10 lightning While equipped: dps ---------- Dmg.mod +11% lightning Slings are used to hurl stones or metal shots at your foes. |
Drirach (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +4 Mag +4 Wil +1 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Defense +8 (+3 eff.) Spell.save +6 (+4 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 40.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Power 127% Range: 1.2x Uses 125% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+10 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
earthen yew vilestaff of might (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% 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 +9 (+4 eff.) Dmg.mod +20% blight ----- def ----- Armour +2 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of fate (130% power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 131% Range: 1.2x Uses 80% 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 +7% Spell.pwr +11 (+6 eff.) Dmg.mod +26% temporal ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+5 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% 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 +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Sparkshear' (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 121% Range: 1.2x Uses 80% 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 +3% Spell.pwr +18 (+8 eff.) Dmg.mod +15% nature +20% fire Res.pen +15% nature ----- def ----- Resists +21% lightning +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of wizardry (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+6 eff.) Dmg.mod +20% arcane ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking steel waraxe (113% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +6 (+2 eff.) Apr +7 One-handed war axes. |
rough leather belt 'Yvoldamira'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) Dmg.mod +6% physical ----- def ----- Defense +5 (+2 eff.) Resists +3% mind +12% cold Crit.chn- 5.00% Spell.save +6 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Erelyromineg the cashmere cloak (2 def, 7 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+4 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +12% cold Phys.save +7 (+4 eff.) Mind.save +18 (+9 eff.) Die.at -50.00 life ---------- 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. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorulle the Lightrupture (0 def, 4 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +11.00% Dmg.mod +3% light ----- def ----- Armour +4 Resists +9% light +7% all Crit.chn- 10.00% Die.at -80.00 life ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of the mind (+13%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Resists +13% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+25%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +17% lightning ----- def ----- Resists +25% lightning +9% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chargetrail the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% lightning +9% mind Res.pen +20% cold +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning ---------- misc Equi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrisethra (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +3% mind +1% physical Phys.save +3 (+2 eff.) Stealth +6 Blind- +20% Stun/Frz- +10% A pair of boots made of leather. |
Freezesweeper (30 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +4 Defense +30 (+10 eff.) Fatigue -3% Resists +2% physical +6% cold Phys.save +8 (+4 eff.) ---------- misc Max.enc +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Resists +7% lightning +7% temporal Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 148% 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. A pair of boots made of leather. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +6% fire +6% cold ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
Isunor the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Dex dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +6% physical Acc +31 (+10 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 117% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +15.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Neredamina the Corpsetyphoon (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 7 lightning Dmg.mod +3% lightning Res.pen +25% nature ----- def ----- Armour +2 Fatigue +3% Resists +10% lightning +9% nature Die.at -40.00 life ---------- misc Stam/turn +3.00 Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +9 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Dredramas the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Mag +6 Wil +4 Con dps ---------- Dmg.mod +6% mind +12% blight ----- def ----- Armour +3 Fatigue +3% ---------- misc Vim/s.crit +2.00 A cap made of leather. |
Mirebile the hardened leather cap (6 def, 17 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Res.pen +15% nature Apr +5 ----- def ----- Armour +17 Defense +6 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +8 (+4 eff.) A cap made of leather. |
grounding cashmere wizard hat of corrosion (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Defense +2 (+1 eff.) Resists +18% acid +5% temporal +7% lightning A pointy cloth hat, very wizardly... |
flaming dwarven-steel shield of the stars (0 def, 6 armour, 84 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +3 Mag dps ---------- Melee+ 7 fire Dmg.mod +11% light +10% darkness Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
alchemist's lamp 'Samaruiblek'1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +2 Str +4 Con ----- def ----- Resists +3% physical +3% all Spell.save +7 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +54.00 ---------- misc Max.stam +30.00 Light +4 See.Stealth +15 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
focusing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By One Punch Man the Dwarf Brawler level 20
20th Wealth 122nd year of Ascendancy at 14:44 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By One Punch Man the Dwarf Brawler level 22
11st Dearth 122nd year of Ascendancy at 19:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By One Punch Man the Dwarf Brawler level 10
11st Profit 122nd year of Ascendancy at 10:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By One Punch Man the Dwarf Brawler level 20
2nd Wealth 122nd year of Ascendancy at 00:53 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By One Punch Man the Dwarf Brawler level 5
18th Voratun 122nd year of Ascendancy at 22:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By One Punch Man the Dwarf Brawler level 10
11st Profit 122nd year of Ascendancy at 10:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By One Punch Man the Dwarf Brawler level 9
9th Profit 122nd year of Ascendancy at 11:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By One Punch Man the Dwarf Brawler level 19
1st Wealth 122nd year of Ascendancy at 17:23 see stats
Log
One Punch Man deflects the projectile from Siledawe the maulotaur but fumbles!
One Punch Man speeds up.
One Punch Man deflects the projectile from Siledawe the maulotaur to the southwest!
One Punch Man slows down.
Siledawe the maulotaur's Evasive Shots performs a ranged critical strike against One Punch Man!
One Punch Man is covered in acid!
One Punch Man rearms.
Acid Splash from Siledawe the maulotaur hits One Punch Man for (3 flat reduction), 0 acid (0 total damage).
Siledawe the maulotaur's Evasive Shots hits One Punch Man for (20 flat reduction), 136 physical (136 total damage).
Siledawe the maulotaur strafes with his steamguns!
One Punch Man speeds up.
One Punch Man evades Something.
Siledawe the maulotaur's Strafe hits One Punch Man for (20 flat reduction), 74 physical (74 total damage).
Siledawe the maulotaur's Strafe hits One Punch Man for (20 flat reduction), 69 physical (69 total damage).
One Punch Man uses Blinding Speed.
One Punch Man speeds up.
One Punch Man slows down.
One Punch Man lashes out with a flurry of fists.
One Punch Man misses Siledawe the maulotaur.
Evasive Shots fires a retaliatory shot at One Punch Man!
One Punch Man deflects the projectile from Siledawe the maulotaur to the northwest!
One Punch Man speeds up.
One Punch Man slows down.
One Punch Man misses Siledawe the maulotaur.
One Punch Man performs a melee critical strike against Siledawe the maulotaur!
One Punch Man hits Siledawe the maulotaur for 241 physical damage.
Siledawe the maulotaur's Evasive Shots hits One Punch Man for (20 flat reduction), 139 physical (139 total damage).
Siledawe the maulotaur's Evasive Shots hits One Punch Man for (20 flat reduction), 119 physical (119 total damage).
One Punch Man the level 22 dwarf brawler was cleaved to death by Siledawe the maulotaur on level 1 of The Maze.


































































































