Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Adventure |
Sex | Male |
Race | Krog |
Class | Berserker |
Level / Exp | 20 / 40% |
Size | big |
Lifes / Deaths | Killed by shadow at level 19 on the 44th Haze 122nd year of Ascendancy at 00:15 3 / 3Killed by Ce'Nida the fire drake at level 20 on the 53rd Haze 122nd year of Ascendancy at 12:47 Killed by CIRCLE ZERK at level 20 on the 53rd Haze 122nd year of Ascendancy at 14:00 |
Antimagic | Follower |
Primary Stats
Strength | 62 (base 48) |
Dexterity | 40 (base 38) |
Constitution | 28 (base 13) |
Magic | 9 (base 10) |
Willpower | 25 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | 781/781 |
Stamina | 164/194 |
Equilibrium | 0 |
Healing Factor | 1.5056298990389 |
Regeneration | 19.223200465179 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 21.388114253578 |
Offense: Mainhand
Damage | 112 |
Accuracy | 44 |
Crit Chance | 20% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Cold | +10% |
Nature | +17% |
Blight | +18% |
Physical | +24% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Mind | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 7 (38.594633868923%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 38 |
Mental Save | 25 |
Defense: Resistances
Acid | + 22%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Darkness | + 15%( 70%) |
Light | + 6%( 70%) |
Temporal | + 10%( 70%) |
Mind | + 14%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 31%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 32% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 408% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 16% for 3 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 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
On feet | Brightbane the pair of hardened leather boots (0 def, 3 armour) Brightbane the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +24% physical defense ------ Armor +3 Resistance +9% lightning +7% temporal Physical save +6 (+2 eff.) other ------- Light +1 A pair of boots made of leather. |
Light source | brass lantern 'Belimira' brass lantern 'Belimira'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +15% mind defense ------ Resistance +3% nature +3% temporal Life +43.00 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. |
On head | linen wizard hat 'Gloreth' (1 def, 0 armour) linen wizard hat 'Gloreth' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% cold defense ------ Defense +1 (+0 eff.) Resistance +15% cold Mind save +3 (+2 eff.) Unlife -60.00 life Life Regen +2.00 Healmod +15% Blind Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Tool | cleansing ash totem of healing [power 170] (12 cooldown) cleansing ash totem of healing [power 170] (12 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 12 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Ebonyreek' copper ring 'Ebonyreek'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +3 Con defense ------ Resistance +3% darkness Physical save +7 (+2 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
On fingers | marksman's copper ring of corrosion (+22%) marksman's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% acid Accuracy +6 (+2 eff.) defense ------ Resistance +22% acid Rings make your fingers look great! |
Around waist | rough leather belt 'Gleamobsidian' rough leather belt 'Gleamobsidian'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +6 Str +1 Mag offense ------ Mind Crit +2% When Hit 2 light defense ------ Life Regen +0.80 Healmod +11% A belt that goes around your waist. |
In main hand | Viperwasp (36-58 power, 2 apr) Viperwasp (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Nature Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +10 Con +7 Wil offense ------ Physical Crit +5.0% Physical Power +10 (+4 eff.) Damage +9% mind Ignore resists +10% nature When Hit 8 mind defense ------ Life +34.00 Massive two-handed swords. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | Corruptionnail (6 def, 4 armour) Corruptionnail (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +5 (+2 eff.) Damage +12% nature Ignore resists +10% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +34.00 Life Regen +6.30 Healmod +10% other ------- Stamina/turn +0.50 A suit of armour made of leather. |
Cloak | cashmere cloak 'Emorialle' (13 def, 0 armour) cashmere cloak 'Emorialle' (13 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Defense +13 (+4 eff.) Resistance +3% cold +6% light +12% darkness Crit Resistance 10.00% Physical save +7 (+2 eff.) Life +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Tempestweeper' steel amulet 'Tempestweeper'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Str +2 Wil offense ------ Mindpower +6 (+3 eff.) Damage +18% blight When Hit 2 lightning defense ------ Resistance +14% mind Mind save +6 (+3 eff.) Confus Resist +32% Amulets make your neck look great! |
Inventory
heroism infusion (die at -332; dur 7; cd 31) heroism infusion (die at -332; dur 7; cd 31)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -332 life. The duration and life will increase by 1% for every 1% life you have lost (currently 332 life, 7 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. |
movement infusion of the wizard (speed 427%; cd 11) movement infusion of the wizard (speed 427%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 427% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 492%; cd 12) movement infusion of the wizard (speed 492%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
copper amulet 'Manyzor' copper amulet 'Manyzor'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +6% acid defense ------ Resistance +3% physical Healmod +5% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
insulating steel amulet of cunning (+2) insulating steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
Zuberamira the iron battleaxe (23-34 power, 1 apr) Zuberamira the iron battleaxe (23-34 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Wil defense ------ Resistance +6% mind Unlife -40.00 life Blind Resist +10% Massive two-handed battleaxes. |
Earosta the Frozenmoon (19-28 power, 2 apr) Earosta the Frozenmoon (19-28 power, 2 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) Accuracy +9 (+3 eff.) When Hit 4 cold defense ------ Defense +7 (+2 eff.) Disarm Resist +28% Massive two-handed mauls. |
iron greatsword (18-28 power, 1 apr) iron greatsword (18-28 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.5 - 28.0 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. |
steel greatsword of projection (27-43 power, 2 apr) steel greatsword of projection (27-43 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Psionic Weapon Damage 27.0 - 43.2 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% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
voratun longsword of evisceration (44-61 power, 6 apr) voratun longsword of evisceration (44-61 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Sharp, long, and deadly. |
flaming iron mace of paradox (12-16 power, 2 apr) flaming iron mace of paradox (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 temporal On-Hit, radius 1 +6 fire While equipped: defense ------ Resistance +6% temporal Blunt and deadly. |
elm longbow of acid elm longbow of acid4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 acid While equipped: offense ------ Damage +14% acid Longbows are used to shoot arrows at your foes. |
mighty yew longbow of acid mighty yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 acid While equipped: Stats +5 Str offense ------ Physical Power +11 (+4 eff.) Damage +20% acid Longbows are used to shoot arrows at your foes. |
Willowtooth Willowtooth4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +8 darkness +14 fire On-Hit, radius 1 +8 darkness While equipped: offense ------ Damage +21% nature +17% fire defense ------ Resistance +9% nature +3% darkness Slings are used to hurl stones or metal shots at your foes. |
Winterdeath (0 def, 10 armour, 187 block) Winterdeath (0 def, 10 armour, 187 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 acid Damage +15% lightning When Hit 17 acid 8 cold defense ------ Armor +10 Fatigue +8% Resistance +5% arcane +12% cold other ------- Talents +1 Block Handheld deflection devices. |
rough leather armour 'Forestblur' (3 def, 2 armour) rough leather armour 'Forestblur' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Disrupt While equipped: Stats +1 Str +2 Dex offense ------ Ignore resists +5% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +13% nature +11% blight Crit Resistance 15.00% A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +35.00 Life Regen +5.00 Healmod +10% A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) 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. |
radiant dwarven-steel plate armour of clarity (0 def, 11 armour) radiant dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego+] Nature/Psionic While equipped: Stats +2 Wil defense ------ Armor +11 Fatigue +22% Resistance +10% blight +11% darkness +6% mind Mind save +12 (+6 eff.) other ------- Light +2 A suit of armour made of metal plates. |
searing dwarven-steel plate armour (0 def, 11 armour) searing dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego+] Arcane While equipped: offense ------ On-Hit 9 acid 11 fire When Hit 10 acid 8 fire defense ------ Armor +11 Fatigue +22% Resistance +16% acid +10% fire A suit of armour made of metal plates. |
rough leather belt 'Kindlelady' rough leather belt 'Kindlelady'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Wil offense ------ Physical Power +4 (+2 eff.) When Hit 2 light defense ------ Resistance +6% light Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Xina' rough leather belt 'Xina'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con +4 Mag offense ------ Physical Power +3 (+1 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Light +1 Size +1 A belt that goes around your waist. |
Nentir (1 def, 6 armour) Nentir (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str offense ------ Mind Crit +1% Damage +6% mind defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Isita' (1 def, 0 armour) linen cloak 'Isita' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% physical Accuracy +5 (+1 eff.) defense ------ Defense +1 (+0 eff.) Resistance +3% acid Life +30.00 Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Berefast the Coalhue (0 def, 3 armour) Berefast the Coalhue (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun +3 Con offense ------ Critical power +10.00% On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +3 Physical save +7 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life A pair of boots made of leather. |
Ebonyknight the pair of rough leather boots (0 def, 1 armour) Ebonyknight the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Critical power +10.00% Ignore resists +10% darkness defense ------ Armor +1 other ------- Vim-on-crit +1.00 Max vim +10.00 Disengage: Puts all charms on 12 turn cooldown Effective talent level: 1.0 Power cost 12 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. |
Siluma the pair of rough leather boots (0 def, 1 armour) Siluma the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +6 Lck defense ------ Armor +1 Resistance +5% arcane +3% fire Stealth +5 other ------- Infravision +2 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (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 Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
traveler's pair of hardened leather boots of phasing (0 def, 3 armour) traveler's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil defense ------ Armor +3 Fatigue -5% Physical save +7 (+2 eff.) other ------- Encumbrance +26 Blink to a nearby random location (rad 9) Puts all charms on 19 turn cooldown A pair of boots made of leather. |
Adissra the Boltfoe (1 def, 0 armour) Adissra the Boltfoe (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +11% physical Ignore resists +15% lightning +25% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical other ------- Max stamina +10.00 A pointy cloth hat, very wizardly... |
Bethanor the rough leather cap (10 def, 1 armour) Bethanor the rough leather cap (10 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con defense ------ Armor +1 Defense +10 (+3 eff.) Fatigue +1% Resistance +3% light Life +60.00 Teleport Resist +10% A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 3 armour) miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
cleansing hardened leather cap of constitution (+2) (0 def, 3 armour) cleansing hardened leather cap of constitution (+2) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Disrupt/Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +3% Resistance +7% nature +6% blight A cap made of leather. |
Blizzardblood the iron helm (0 def, 3 armour) Blizzardblood the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +12% arcane +6% cold When Hit 2 arcane defense ------ Armor +3 Fatigue +5% Resistance +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
9 citrine 9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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. |
aquamarine 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. |
opal 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. |
amethyst 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. |
318 alchemist agate 318 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 lantern 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. |
Xanatira the iron pickaxe (dig speed 38 turns) Xanatira the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Cun +4 Con defense ------ Fatigue -5% Resistance +3% mind other ------- See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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. |
Xeruldara the steel torque of clear mind [power 2] (19 cooldown) Xeruldara the steel torque of clear mind [power 2] (19 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% arcane +3% temporal When Hit 2 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +5% arcane Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Achievements
By CIRCLE ZERK the Krog Berserker level 10
3rd Flare 122nd year of Ascendancy at 23:42 see stats
By CIRCLE ZERK the Krog Berserker level 10
3rd Flare 122nd year of Ascendancy at 23:40 see stats
By CIRCLE ZERK the Krog Berserker level 20
46th Haze 122nd year of Ascendancy at 09:14 see stats
By CIRCLE ZERK the Krog Berserker level 18
13rd Haze 122nd year of Ascendancy at 19:10 see stats
By CIRCLE ZERK the Krog Berserker level 19
44th Haze 122nd year of Ascendancy at 02:35 see stats
By CIRCLE ZERK the Krog Berserker level 9
6th Mirth 122nd year of Ascendancy at 18:57 see stats
By CIRCLE ZERK the Krog Berserker level 14
61st Dusk 122nd year of Ascendancy at 12:21 see stats
By CIRCLE ZERK the Krog Berserker level 20
53rd Haze 122nd year of Ascendancy at 14:00 see stats
Log
Talent Infusion: Movement is ready to use.
Talent Stunning Blow is ready to use.
Talent Antimagic Zone is ready to use.
Talent Infusion: Healing is ready to use.
Talent Death Dance is ready to use.
Talent Execution is ready to use.
Talent Vitality is ready to use.
Talent Berserker Rage is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Warshout is ready to use.
Talent Shattering Blow is ready to use.
Talent Fuel Pain is ready to use.
Talent Precise Strikes is ready to use.
Rested for 30 turns (stop reason: dialog is displayed).
Saving done.
CIRCLE ZERK activates Precise Strikes.
Resting starts...
Talent Wrath of the Wilds is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!