Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 26 / 71% |
Size | big |
Lifes / Deaths | Killed by Rolee the dwarf at level 14 on the 78th Dusk 122nd year of Ascendancy at 20:18 0 / 7Killed by Umguia the halfling at level 14 on the 78th Dusk 122nd year of Ascendancy at 20:18 Killed by Poltergeist Spellcrusher at level 23 on the 18th Regrowth 123rd year of Ascendancy at 10:01 Killed by Xanywyn the elder vampire at level 24 on the 29th Regrowth 123rd year of Ascendancy at 15:33 Killed by corrupted elven mage at level 26 on the 34th Regrowth 123rd year of Ascendancy at 09:44 Killed by corrupted elven mage at level 26 on the 34th Regrowth 123rd year of Ascendancy at 10:37 Killed by Crowinre at level 26 on the 34th Regrowth 123rd year of Ascendancy at 10:42 |
Antimagic | Follower |
Primary Stats
Strength | 128 (base 57) |
Dexterity | 52 (base 11) |
Constitution | 57 (base 49) |
Magic | 11 (base 10) |
Willpower | 31 (base 10) |
Cunning | 33 (base 10) |
Resources
Life | 799/799 |
Stamina | 264/264 |
Healing Factor | 1.705111817684 |
Regeneration | 13.214616587051 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 27.712164534463 |
See Invisible | 33.712164534463 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 191 |
Accuracy | 42 |
Crit Chance | 38% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Mind | +19% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 34.292304923968 (87.807182003187%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 35 |
Mental Save | 29 |
Defense: Resistances
Temporal | + 21%( 70%) |
Nature | + 21%( 70%) |
Mind | + 32%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 42% for 3 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 322 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 784% 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: 28 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 5 turns. While Heroism is active, you will only die when reaching -493 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 493 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +24 Dex dps ---------- Mind.crit +2% Mind.pwr +15 (+6 eff.) Dmg.mod +9% mind On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Armour +5 Defense +28 (+10 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.30 Max.stam +26.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Dex +1 Mag dps ---------- Phasing +10% ----- def ----- Armour +3 Fatigue +5% Resists +6% nature Spell.save +12 (+6 eff.) Skullcracker: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 317.1 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +10% mind ----- def ----- Armour +6 Resists +10% mind Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +9 Cun +6 Lck dps ---------- Against +20% Summoned ----- def ----- D.Red.from +21% Summoned Stealth +8 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Wil +5 Cun +1 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Light +3 See.Invis +6 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 | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Phys.save +9 (+3 eff.) Spell.save +18 (+8 eff.) Die.at -60.00 life Max.HP +20.00 HP.reg +3.00 Heal.mod +14% A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal Crit.chn- 10.00% Heal.mod +10% Silence- +10% 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 [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +15% nature ----- def ----- Resists +9% mind HP.reg +2.00 Heal.mod +15% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Inventory
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Dex +5 Con dps ---------- Phys.pwr +30 (+7 eff.) Dmg.mod +9% acid Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +15% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +14% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Res.Cap +4% all Phys.save +7 (+3 eff.) Blind- +12% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Masteries +0.17 Technique/Bloodthirst Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 35 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +14% acid ----- def ----- Resists +28% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Melee+ 14 light Ranged+ 19 light Dmg.mod +14% light ----- def ----- Phys.save +9 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +20% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Nature Power 125% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +7 fire While equipped: Stats +10 Con +9 Wil dps ---------- All.spd +3% Res.pen +7% fire ----- def ----- Max.HP +14.00 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Ego] Disrupt Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: ----- def ----- Resists +9% acid +8% lightning +9% cold +9% fire +4% all Spell.save +7 (+4 eff.) Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +19% acid Res.pen +9% acid Massive two-handed mauls. |
![]() 3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 145% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str +8 Dex +5 Mag +4 Wil +9 Cun +5 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego+] Nature Power 143% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +17 lightning +13 cold While equipped: dps ---------- Mov.spd +32% Res.pen +9% lightning +8% cold Blunt and deadly. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +10 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +10% acid Acc +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 176% Range: 1.2x Uses 140% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+5 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 7 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 127% 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 +19 (+7 eff.) Dmg.mod +24% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+0 eff.) ----- def ----- Defense +8 (+3 eff.) Fatigue -2% Phys.save +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +5 (+2 eff.) ---------- misc Max.enc +26 Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -6% Phys.save +6 (+2 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +6% fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +6% cold +7% mind +15% light Spell.save +3 (+2 eff.) Mind.save +34 (+15 eff.) Max.HP +42.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold Mind.save +12 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% acid HP.reg +3.60 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +5% acid +7% physical +12% darkness +10% blight +6% cold +6% lightning +5% fire Disarm- +20% Stun/Frz- +20% Knockbk- +28% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 11% ----- def ----- Armour +8 Fatigue +8% Resists +10% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 56 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 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. |
![]() 3.0 T4 shot ammo [Ego++] Master/Psionic Power 158% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.5% Capacity 20 Proj.spd +200% Ranged+ +11 darkness Against +7% Living Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Ego+] Arcane Power 161% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +5.5% Capacity 44 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Crowinre the Cornac Berserker level 24
22nd Regrowth 123rd year of Ascendancy at 16:55 see stats
By Crowinre the Cornac Berserker level 22
10th Regrowth 123rd year of Ascendancy at 13:33 see stats
By Crowinre the Cornac Berserker level 13
31st Dusk 122nd year of Ascendancy at 04:32 see stats
By Crowinre the Cornac Berserker level 18
23rd Haze 122nd year of Ascendancy at 18:30 see stats
By Crowinre the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 17:24 see stats
By Crowinre the Cornac Berserker level 20
39th Haze 122nd year of Ascendancy at 16:19 see stats
By Crowinre the Cornac Berserker level 19
36th Haze 122nd year of Ascendancy at 01:47 see stats
By Crowinre the Cornac Berserker level 26
34th Regrowth 123rd year of Ascendancy at 05:32 see stats
By Crowinre the Cornac Berserker level 19
36th Haze 122nd year of Ascendancy at 00:37 see stats
By Crowinre the Cornac Berserker level 23
18th Regrowth 123rd year of Ascendancy at 09:56 see stats
By Crowinre the Cornac Berserker level 10
5th Dusk 122nd year of Ascendancy at 10:14 see stats
By Crowinre the Cornac Berserker level 20
8th Decay 122nd year of Ascendancy at 01:21 see stats
By Crowinre the Cornac Berserker level 20
41st Haze 122nd year of Ascendancy at 14:42 see stats
By Crowinre the Cornac Berserker level 8
9th Mirth 122nd year of Ascendancy at 07:09 see stats
By Crowinre the Cornac Berserker level 20
40th Haze 122nd year of Ascendancy at 20:54 see stats
By Crowinre the Cornac Berserker level 26
32nd Regrowth 123rd year of Ascendancy at 22:44 see stats
By Crowinre the Cornac Berserker level 18
22nd Haze 122nd year of Ascendancy at 18:41 see stats
By Crowinre the Cornac Berserker level 26
34th Regrowth 123rd year of Ascendancy at 10:42 see stats
Log
Berserker Rage's rage awakens!
You are unable to move!
Talent Infusion: Regeneration is ready to use.
Corrupted elven mage casts Earthen Missiles.
Crowinre is not dazed anymore.
Crowinre starts to bleed.
Corrupted elven mage's Earthen Missiles hits Crowinre for 47 physical, 8 physical (55 total damage).
Corrupted elven mage's Earthen Missiles hits Crowinre for 47 physical, 8 physical (55 total damage).
Crowinre uses Fearless Cleave.
Phantasmal Shield hits Crowinre for 108 light damage.
Crowinre hits Corrupted elven mage for 270 physical damage.
Bleeding from Corrupted elven mage hits Crowinre for 20 physical damage.
Corrupted elven mage casts Shadow Veil.
Crowinre is recovering from the damage!
Corrupted elven mage is covered in a veil of shadows!
Corrupted elven mage hits Crowinre for 145 darkness, 47 darkness, 19 blight, 104 darkness, 9 temporal, 21 cold, 47 darkness, 19 blight, 43 blight, 47 darkness, 19 blight (519 total damage).
Ruin hits Corrupted elven mage for 8 healing, 8 healing, 8 healing (0 total damage) [24 healing].
Crowinre the level 26 cornac berserker was poxed to death by corrupted elven mage on level 4 of Dark crypt.
Crowinre's rage subsides!
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Corrupted elven mage killed Crowinre!
Saving game...
Talent Warshout is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!