











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Auto-self-cast Arcane Eye 1.5.0Automatically cast Arcan Eye on self when enemies are not visible and it's at level 4+ and it's not active Possessor Bonus Class 1.7.3Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official Expansion!Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. 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. 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 Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Embers of Rage 1.7.3Official Expansion!Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. ZOmnibus Lite 1.7.0Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.7.3Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 20 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by gigantic gravity worm at level 15 on the 40th Profit 122nd year of Ascendancy at 04:36 0 / 6Killed by Emelerewyn the snow giant at level 16 on the 19th Wealth 122nd year of Ascendancy at 18:22 Killed by Urkis, the High Tempest at level 17 on the 20th Wealth 122nd year of Ascendancy at 06:43 Killed by Urkis, the High Tempest at level 17 on the 20th Wealth 122nd year of Ascendancy at 07:30 Killed by ritch flamespitter at level 19 on the 1st Dearth 122nd year of Ascendancy at 01:37 Killed by Gawyn the ghoul at level 20 on the 3rd Dearth 122nd year of Ascendancy at 05:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 35) |
| Dexterity | 20 (base 17) |
| Constitution | 42 (base 36) |
| Magic | 8 (base 10) |
| Willpower | 32 (base 17) |
| Cunning | 14 (base 14) |
Resources
| Life | -49/768 |
| Stamina | 242/242 |
| Equilibrium | 0 |
| Healing Factor | 1.483988003127 |
| Regeneration | 14.200872232859 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 43 |
| Crit Chance | 31% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +6% |
| Physical | +33% |
| All | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +9% |
Defense: Base
| Armour (hardiness) | 46.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 24 |
| Physical Save | 41 |
| Spell Save | 54 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 33%( 70%) |
| All | + 18%( 70%) |
| Physical | + 19%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 20%( 70%) |
| Lightning | + 58%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 20% |
| Disarm Resistance | 24% |
| Stun Resistance | 26% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved mental save by +12. | done |
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 mental save by +12. | done |
You failed to protect the lost defiler from death by Isiba the snow giant. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by war hound. Escort: worried loremaster (level 1 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 |
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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed wretchling eyeball. * You've found the needed black mamba head. | 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 |
Equipment
| On feet | Ebonyraider (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +8 Lck offense ------ Damage +18% darkness When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +3 Stealth +10 other ------- Infravision +2 A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +7 (+2 eff.) defense ------ Resistance +3% all Spell save +10 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | insulating iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +7% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Isyyata the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ Damage +12% physical defense ------ Armor +6 Fatigue -6% other ------- Stamina/turn +3.00 Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
| Around waist | grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
| In main hand | steel greatmaul 'Kindleborn' (27-40 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Disrupt/Master Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +12 light On-crit, radius 2 +8 light While equipped: Stats +3 Str +3 Con offense ------ Physical Power +10 (+3 eff.) Damage +6% light +7% physical Ignore resists +9% physical Accuracy +10 (+3 eff.) defense ------ Resistance +12% acid +10% lightning +12% cold +12% fire +5% all Spell save +7 (+2 eff.) Disarm Resist +24% Massive two-handed mauls. |
| On hands | Belidrador (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Critical power +10.00% defense ------ Armor +8 Fatigue +3% Resistance +5% arcane +3% nature +6% darkness Physical save +3 (+1 eff.) Healmod +5% Pinning Resist +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. |
| Main armor | Tarridudar the steel plate armour (0 def, 15 armour)17.0 Encumbrance T2 massive armor [Rare] Master While equipped: defense ------ Armor +15 Fatigue +22% Resistance +17% lightning +1% physical +9% light Crit Resistance 15.00% Mind save +3 (+1 eff.) Silence Resist +20% A suit of armour made of metal plates. |
| Cloak | Vorasenne (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Wil offense ------ Mindpower +20 (+8 eff.) When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Defense +10 (+5 eff.) Resistance +3% mind Physical save +7 (+2 eff.) Mind save +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Poryvea the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck offense ------ Critical power +10.00% Damage +6% physical Accuracy +7 (+2 eff.) defense ------ Defense +7 (+3 eff.) Resistance +16% lightning Physical save +10 (+3 eff.) Spell save +12 (+4 eff.) Mind save +15 (+5 eff.) Resist unseen 10% Stun Resist +26% other ------- Stamina/turn +2.00 Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 526%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
rogue's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% lightning defense ------ Defense +4 (+2 eff.) Resistance +22% lightning Rings make your fingers look great! |
magewarrior's short yew starstaff (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Ego+] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Physical Power +7 (+2 eff.) Spellpower +15 (+4 eff.) Damage +20% temporal Accuracy +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of might (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+3 eff.) Damage +20% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental dwarven-steel battleaxe of shearing (33-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego++] Arcane/Master Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: offense ------ Damage +14% lightning Ignore resists +13% lightning +7% all Accuracy +17 (+5 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
flaming iron greatmaul (16-23 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed mauls. |
Xeridhetta the Snowmaster (44-67 power, 9 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +1.0% Attack Speed 100% Phasing +17% On-crit, radius 2 +4 cold While equipped: offense ------ Damage +12% cold defense ------ Resistance +12% lightning Massive two-handed mauls. |
iron greatsword (18-30 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
iron greatsword 'Flashwill' (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +7 fire While equipped: defense ------ Life Regen +4.00 Silence Resist +10% Teleport Resist +10% Massive two-handed swords. |
steel greatsword 'Beragorn' (28-45 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Disrupt Weapon Damage 28.0 - 44.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Physical Crit +2.0% Damage +6% physical defense ------ Resistance +12% acid +12% lightning +16% cold +13% fire +5% all Crit Resistance 5.00% Spell save +9 (+3 eff.) other ------- Stamina/turn +1.00 Massive two-handed swords. |
chilling dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Arcane/Nature Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 nature +6 cold Sharp, long, and deadly. |
dwarven-steel longsword (25-35 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Normal] Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
stormbringer's yew longbow of piercing4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +35 lightning +15 cold While equipped: offense ------ Move Speed +39% Ignore resists +9% lightning +17% cold +11% all Accuracy +15 (+5 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
Zubyrenn the Scorchfoe4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +20 fire On-crit, radius 2 +20 acid While equipped: Stats +1 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +6% cold +12% fire Slings are used to hurl stones or metal shots at your foes. |
reinforced dwarven-steel shield of reflection (0 def, 7 armour, 96.5 block)7.0 Encumbrance T3 shield armor [Ego] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 Fatigue +8% Resistance +10% light +10% darkness other ------- Talents +1 Block Handheld deflection devices. |
mindwoven cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +9% acid +11% physical +7% fire +8% cold defense ------ Resistance +15% acid +14% physical +10% fire +12% cold +11% all Mind save +19 (+6 eff.) other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic hardened leather armour of resilience (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane/Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +11% light +12% darkness Life +22.00 A suit of armour made of leather. |
Kindlemaim the drakeskin leather armour (27 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Disrupt/Master While equipped: Stats +7 Str +8 Dex +1 Cun offense ------ Mind Crit +2% Mindpower +10 (+5 eff.) Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +3% light +6% mind defense ------ Armor +8 Defense +27 (+13 eff.) Fatigue +8% Resistance +16% nature +18% blight Resist Against +9% Unnatural Physical save +12 (+4 eff.) Mind save +9 (+3 eff.) A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of cold resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% cold A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel plate armour of fire resistance (0 def, 18 armour)17.0 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +18 Fatigue +22% Resistance +18% fire A suit of armour made of metal plates. |
cleansing rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Disrupt/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% acid +5% blight Physical save +6 (+2 eff.) A belt that goes around your waist. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
cashmere cloak 'Salira' (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Cun defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +6% mind +18% cold Healmod +10% Cut Resist +20% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
pair of hardened leather boots 'Glowriver' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +9% cold Ignore resists +20% light +25% cold When Hit 4 light 8 fire defense ------ Armor +3 Fatigue -7% Resistance +6% light Physical save +6 (+2 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +1 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 169.05 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
61 alchemist agate0.0 Encumbrance 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern of the zealot2.0 Encumbrance T1 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +6 (+2 eff.) other ------- 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. |
survivor's brass lantern of focus2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind defense ------ Physical save +6 (+2 eff.) Healmod +11% other ------- 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. |
Snowdare1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Ignore resists +10% light +10% cold When Hit 4 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Resistance +12% mind Mind save +10 (+3 eff.) other ------- Light +4 See Stealth +8 See Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +8 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Abysssever the elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Armor +8 Resistance +6% blight +3% mind Life Regen +2.00 Cut Resist +20% Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance 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. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Heimskr the Dwarf Berserker level 16
3rd Wealth 122nd year of Ascendancy at 12:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Heimskr the Dwarf Berserker level 19
1st Dearth 122nd year of Ascendancy at 06:01 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Heimskr the Dwarf Berserker level 18
24th Wealth 122nd year of Ascendancy at 22:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Heimskr the Dwarf Berserker level 10
13rd Profit 122nd year of Ascendancy at 12:10 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Heimskr the Dwarf Berserker level 20
1st Dearth 122nd year of Ascendancy at 19:59 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Heimskr the Dwarf Berserker level 17
19th Wealth 122nd year of Ascendancy at 20:14 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Heimskr the Dwarf Berserker level 5
17th Voratun 122nd year of Ascendancy at 20:29 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Heimskr the Dwarf Berserker level 8
28th Voratun 122nd year of Ascendancy at 06:16 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Heimskr the Dwarf Berserker level 16
40th Profit 122nd year of Ascendancy at 07:35 see stats
Log
Melee retaliation hits Rogue for 2 darkness, 0 mind, 2 darkness, 0 mind (4 total damage).
Rogue hits Heimskr for 12 physical, 5 physical, 3 blight (20 total damage).
Gawyn the ghoul hits Heimskr for 71 physical, 40 physical (112 total damage).
Melee retaliation hits Gawyn the ghoul for 2 darkness, 1 mind, 2 darkness, 1 mind (5 total damage).
Thief performs a melee critical strike against Heimskr!
Heimskr is crippled.
Thief hits Heimskr for 12 physical, 7 blight, 4 darkness, 12 physical (36 total damage).
Melee retaliation hits Thief for 2 darkness, 1 mind, 2 darkness, 1 mind (5 total damage).
Deadly Poison from Thief hits Heimskr for 43 nature damage.
Rotting Disease from Gawyn the ghoul hits Heimskr for 18 blight damage.
Poison from Gawyn the ghoul hits Heimskr for 10 nature damage.
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Rogue is not dazed anymore.
Rogue is dazed!
Heimskr hits Rogue for 43 physical, 4 light (47 total damage).
Gawyn the ghoul uses Fan of Knives.
Rogue performs a melee critical strike against Heimskr!
Heimskr shrugs off Rogue's 'Cripple'!
Melee retaliation hits Rogue for 1 darkness, 0 mind, 1 darkness, 0 mind (3 total damage).
Rogue hits Heimskr for 13 physical, 5 physical, 3 blight (21 total damage).
Gawyn the ghoul's Fan of Knives hits Heimskr for 50 physical damage.
Gawyn the ghoul's Fan of Knives hits Heimskr for 68 physical damage.
Gawyn the ghoul's Fan of Knives hits Heimskr for 51 physical damage.
Gawyn the ghoul's Fan of Knives hits Heimskr for 50 physical damage.
Gawyn the ghoul's Fan of Knives hits Heimskr for 68 physical damage.
Melee retaliation hits Gawyn the ghoul for 1 darkness, 1 mind, 1 darkness, 1 mind, 1 darkness, 1 mind, 1 darkness, 0 mind, 1 darkness, 1 mind (9 total damage).
Heimskr the level 20 dwarf berserker was torn limb from limb to death by Gawyn the ghoul on level 6 of Dreadfell.
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Heimskr no longer revels in blood quite so much.











































































































