Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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.
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 36 / 48% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 141 (base 60) |
Dexterity | 36 (base 11) |
Constitution | 74 (base 60) |
Magic | 13 (base 10) |
Willpower | 17 (base 10) |
Cunning | 43 (base 29) |
Resources
Life | 1393/1393 |
Stamina | 222/222 |
Healing Factor | 1.4951680505321 |
Regeneration | 4.8592961642291 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 31.388749514228 |
See Invisible | 31.388749514228 |
Offense: Mainhand
Damage | 248 |
Accuracy | 45 |
Crit Chance | 60% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Physical | +17% |
Nature | +6% |
Arcane | +12% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Light | +5% |
Physical | +10% |
Nature | +20% |
Arcane | +10% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 62.08934837382 (81.151787968034%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 40 |
Mental Save | 61 |
Defense: Resistances
Acid | + 46%( 70%) |
Physical | + 35%( 70%) |
Cold | + 35%( 70%) |
All | + 15%( 70%) |
Darkness | + 52%( 70%) |
Light | + 35%( 70%) |
Lightning | + 49%( 70%) |
Fire | + 43%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 23% |
Confusion Resistance | 89% |
Silence Resistance | 24% |
Stun Resistance | 52% |
Instadeath Resistance | 100% |
Knockback Resistance | 34% |
Inscriptions (4/4)
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 575 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 347 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 939% 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. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
beneficial effect | The target is affected by a glimmerstone, its next attack will try to daze. Glimmerstone |
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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by oygijk'/l.. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | 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 vial of elder vampire blood. * You've found the needed snow giant kidney. * You've found the needed honey tree root. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. * You've found the needed minotaur nose. You have aided Agrimley the hermit in creating an elixir of focus. 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 length of troll intestine. * '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.' * You've found the needed ice wyrm tooth. | active |
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 within4 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 | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +6% nature Ignore resists +20% nature On-Hit (Melee): * 20% chance to slow global speed by 42% defense ------ Armor +8 Fatigue +3% Physical save +16 (+4 eff.) Mind save +14 (+4 eff.) Silence Resist +24% Confus Resist +26% Stun Resist +31% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Critical power +5.00% Accuracy +5 (+1 eff.) defense ------ Armor +14 Resistance +6% acid Physical save +3 (+1 eff.) other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Dex +3 Con offense ------ Critical power +20.00% Damage +6% arcane Ignore resists +20% lightning +10% arcane defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +3% Resistance +17% darkness +15% lightning other ------- Infravision +5 A cap made of leather. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str defense ------ Defense +15 (+5 eff.) Resistance +15% darkness other ------- Stamina/turn +3.00 Max stamina +10.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid +9% fire +9% darkness +6% light Mind save +14 (+4 eff.) Confus Resist +53% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +15 (+3 eff.) Damage +17% physical When Hit 4 acid defense ------ Resistance +18% lightning +17% physical Mind save +12 (+3 eff.) Unlife -40.00 life Life +60.00 Pinning Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +5 (+1 eff.) defense ------ Armor +7 Defense +10 (+4 eff.) Physical save +15 (+4 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Master Weapon Damage 176% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 mind On Critical: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Cun offense ------ Physical Crit +17.0% Critical power +20.00% Physical Power +17 (+3 eff.) Ignore resists +15% fire Accuracy +15 (+5 eff.) other ------- Max stamina +30.00 Max psi +30.00 Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +5 Mag +4 Cun offense ------ Spell Crit +3% Physical Power +10 (+2 eff.) Damage +6% arcane Ignore resists +5% light Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Armor +2 other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +7% acid +7% physical +3% darkness +7% lightning +7% fire +3% nature +23% cold Life +20.00 Life Regen +3.00 Healmod +10% Disarm Resist +23% Stun Resist +21% Knockbk Resist +34% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex +4 Wil +3 Cun +3 Con offense ------ Physical Crit +6.0% Ignore resists +10% physical Ignore Armor +2 defense ------ Armor +8 Defense +9 (+3 eff.) Resistance +17% light +17% fire Stealth +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 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +8 Dex offense ------ Critical power +20.00% Damage +15% mind defense ------ Crit Resistance 15.00% other ------- Psi when Hit +0.12 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -251 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 251 life, 6 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random mental effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 481.82 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 340.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (113). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +4 Wil offense ------ Ignore resists +5% nature defense ------ Resistance +17% lightning +9% nature +6% mind Stun Resist +28% other ------- Masteries +0.15 Technique/Two-handed assault Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Dex +3 Mag +6 Cun +7 Con offense ------ Physical Power +5 (+1 eff.) Damage +9% blight Accuracy +8 (+2 eff.) defense ------ Mind save +8 (+2 eff.) Confus Resist +31% other ------- Infravision +3 Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 140% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Power +25 (+5 eff.) Ignore resists +20% physical defense ------ Armor +4 Defense +20 (+7 eff.) Unlife -80.00 life other ------- Stamina/turn +3.00 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Master Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Ignore resists +13% all Accuracy +19 (+6 eff.) Ignore Armor +14 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +14 nature +20 lightning On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +26.0% Critical power +37.00% Ignore Armor +14 defense ------ Resistance +9% temporal +6% light +5% arcane Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Str +9 Con offense ------ Physical Power +13 (+2 eff.) Damage +13% physical Ignore resists +12% physical Accuracy +7 (+2 eff.) defense ------ Disarm Resist +27% Massive two-handed swords. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +7 (+1 eff.) Ignore resists +10% darkness +10% acid defense ------ Resistance +9% blight +6% light Physical save +12 (+3 eff.) Unlife -80.00 life Healmod +20% Stun Resist +20% other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +17 (+3 eff.) Ignore resists +15% physical defense ------ Defense +1 (+1 eff.) Fatigue -2% Resistance +6% mind Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +8 Lck +4 Con offense ------ Physical Power +5 (+1 eff.) Damage +9% physical +6% fire defense ------ Armor +3 Defense +15 (+5 eff.) Stealth +8 other ------- Stamina/turn +1.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +9 (+1 eff.) Accuracy +7 (+2 eff.) defense ------ Armor +2 Physical save +5 (+2 eff.) Mind save +5 (+1 eff.) Disarm Resist +23% 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Physical Power +15 (+3 eff.) Mindpower +4 (+2 eff.) Damage +9% physical On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue +1% other ------- Max stamina +20.00 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% mind When Hit 2 arcane defense ------ Armor +3 Fatigue +5% Resistance +3% mind +5% cold other ------- Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ Spell Crit +1% Spellpower +8 (+7 eff.) Ignore resists +5% mind When Hit 15 fire defense ------ Resistance +7% fire Spell save +9 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Damage +3% acid +7% nature +9% blight Ignore resists +14% physical When Hit 2 blight defense ------ Resistance +13% nature +18% blight Physical save +10 (+3 eff.) Spell save +9 (+3 eff.) Mind save +8 (+2 eff.) Life +49.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Str offense ------ Ignore resists +25% arcane +20% mind defense ------ Armor +12 Unlife -80.00 life other ------- Hate-on-crit +3.00 Blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Spellpower +30 (+18 eff.) Damage +15% blight defense ------ Resistance +6% mind Physical save +6 (+2 eff.) Life +40.00 Knockbk Resist +20% other ------- Vim-on-crit +2.00 Max vim +40.00 Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane While equipped: other ------- Wards +3 nature +4 fire +3 mind +3 cold Talents +1 Ward Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By oygijk'/l. the Dwarf Berserker level 26
38th Steel 123rd year of Ascendancy at 14:25 see stats
By oygijk'/l. the Dwarf Berserker level 32
21st Stralite 123rd year of Ascendancy at 10:08 see stats
By oygijk'/l. the Dwarf Berserker level 17
5th Shortage 122nd year of Ascendancy at 16:20 see stats
By oygijk'/l. the Dwarf Berserker level 31
11st Stralite 123rd year of Ascendancy at 22:58 see stats
By oygijk'/l. the Dwarf Berserker level 27
41st Steel 123rd year of Ascendancy at 06:10 see stats
By oygijk'/l. the Dwarf Berserker level 24
2nd Steel 123rd year of Ascendancy at 18:00 see stats
By oygijk'/l. the Dwarf Berserker level 24
18th Steel 123rd year of Ascendancy at 12:37 see stats
By oygijk'/l. the Dwarf Berserker level 10
31st Dearth 122nd year of Ascendancy at 06:05 see stats
By oygijk'/l. the Dwarf Berserker level 20
26th Shortage 122nd year of Ascendancy at 04:41 see stats
By oygijk'/l. the Dwarf Berserker level 30
19th Gold 123rd year of Ascendancy at 11:54 see stats
By oygijk'/l. the Dwarf Berserker level 24
19th Steel 123rd year of Ascendancy at 07:40 see stats
By oygijk'/l. the Dwarf Berserker level 27
39th Steel 123rd year of Ascendancy at 01:04 see stats
By oygijk'/l. the Dwarf Berserker level 21
17th Iron 123rd year of Ascendancy at 20:59 see stats
By oygijk'/l. the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 05:42 see stats
By oygijk'/l. the Dwarf Berserker level 11
33rd Dearth 122nd year of Ascendancy at 07:54 see stats
By oygijk'/l. the Dwarf Berserker level 25
23rd Steel 123rd year of Ascendancy at 19:27 see stats
By oygijk'/l. the Dwarf Berserker level 24
22nd Steel 123rd year of Ascendancy at 15:12 see stats
By oygijk'/l. the Dwarf Berserker level 23
23rd Iron 123rd year of Ascendancy at 15:50 see stats
By oygijk'/l. the Dwarf Berserker level 16
28th Loss 122nd year of Ascendancy at 14:00 see stats
Log
You pickup 0.70 gold pieces.
Oygijk'/l. picks up (h.): lifebinding ash magestaff (111% power, 3 apr, arcane element).
Oygijk'/l. picks up (k.): acidic dwarven-steel greatmaul of massacre (165% power, 2 apr).
Oygijk'/l. picks up (n.): voratun mace 'Bloomblack' (156% power, 6 apr).
Oygijk'/l. picks up (l.): balanced iron greatsword of paradox (108% power, 1 apr).
Oygijk'/l. picks up (p.): enlightening voratun mail armour of the deep (5 def, 14 armour).
Oygijk'/l. picks up (v.): drakeskin leather gloves of the juggernaut (0 def, 3 armour).
Oygijk'/l. picks up (y.): miner's dwarven-steel helm of absorption (0 def, 7 armour).
Oygijk'/l. picks up (p.): rejuvenating reinforced leather armour of the void (12 def, 7 armour).
Oygijk'/l. picks up (t.): Kindlerigor.
Oygijk'/l. picks up (z.): stabilizing hardened leather cap of strength (+5) (0 def, 3 armour).
--------------------------------
Saving game...
Saving done.
Oygijk'/l. is affected by the glimmerstone!
--------------------------------
You gain 2.37 gold from the transmogrification of miner's dwarven-steel helm of absorption (0 def, 7 armour).
You gain 1.51 gold from the transmogrification of stabilizing hardened leather cap of strength (+5) (0 def, 3 armour).
You gain 4.88 gold from the transmogrification of drakeskin leather gloves of the juggernaut (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of Kindlerigor.
You gain 8.61 gold from the transmogrification of enlightening voratun mail armour of the deep (5 def, 14 armour).
You gain 17.89 gold from the transmogrification of rejuvenating reinforced leather armour of the void (12 def, 7 armour).
You gain 25.00 gold from the transmogrification of voratun mace 'Bloomblack' (156% power, 6 apr).
You gain 4.82 gold from the transmogrification of balanced iron greatsword of paradox (108% power, 1 apr).
You gain 1.45 gold from the transmogrification of acidic dwarven-steel greatmaul of massacre (165% power, 2 apr).
You gain 4.58 gold from the transmogrification of lifebinding ash magestaff (111% power, 3 apr, arcane element).
Saving game...
Saving done.