










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/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. 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:
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 | Dwarf |
Class | Brawler |
Level / Exp | 23 / 88% |
Size | big |
Lifes / Deaths | Killed by Belyta the cutpurse at level 10 on the 3rd Acquisition 122nd year of Ascendancy at 14:28 2 / 4Killed by Voryrilranor the shivgoroth at level 23 on the 11st Dearth 122nd year of Ascendancy at 17:43 Killed by Voryrilranor the shivgoroth at level 23 on the 11st Dearth 122nd year of Ascendancy at 20:31 Killed by Forgot How to Play at level 23 on the 11st Dearth 122nd year of Ascendancy at 21:16 |
Primary Stats
Strength | 50 (base 29) |
Dexterity | 45 (base 40) |
Constitution | 37 (base 20) |
Magic | 8 (base 10) |
Willpower | 20 (base 10) |
Cunning | 40 (base 32) |
Resources
Life | 885/885 |
Stamina | 176/206 |
Healing Factor | 1.4141015905905 |
Regeneration | 10.252236531781 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 30.359939435378 |
See Invisible | 30.359939435378 |
Offense: Barehand
Damage | 64 |
Accuracy | 43 |
Crit Chance | 21% |
APR | 6 |
Speed | 0.80 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Fire | +3% |
Blight | +6% |
Physical | +6% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Light | +35% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 28 (35.65183292883%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 4 |
Physical Save | 50 |
Spell Save | 38 |
Mental Save | 42 |
Defense: Resistances
Acid | + 11%( 73%) |
Blight | + 11%( 73%) |
Physical | + 13%( 73%) |
Cold | + 11%( 73%) |
All | + 6%( 73%) |
Darkness | + 12%( 73%) |
Light | + 11%( 73%) |
Fire | + 17%( 73%) |
Mind | + 17%( 73%) |
Defense: Immunities
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 260 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 28 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
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 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 716% 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 Dexterity stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the repented thief from death by Xylaith the brown mold. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Wil +4 Con offense ------ Spell Crit +1% Damage +3% blight +6% physical Ignore resists +25% light Ignore Shields +20% defense ------ Armor +3 Fatigue +2% other ------- Light +1 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun offense ------ On-Hit 8 blight 7 cold Damage +3% blight +3% cold Ignore resists +5% light Accuracy +7 (+3 eff.) defense ------ Armor +2 Resistance +7% darkness +6% blight +6% cold +6% light +12% fire other ------- Infravision +2 Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +6.0% Attack Speed 125% On-hit +12 darkness On-crit, radius 2 +7 ice +7 blight On Hit: 10% Ice Breath level 3 On Hit: 20% Soul Rot level 3 On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Cun +1 Con offense ------ Damage +3% fire defense ------ Armor +7 Defense +5 (+2 eff.) Fatigue +5% Resistance +3% acid Unlife -60.00 life Life +40.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +3.0% Ignore resists +5% acid Accuracy +5 (+2 eff.) defense ------ Resistance +3% acid Unlife -80.00 life Life +20.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Con defense ------ Armor +4 Defense +15 (+5 eff.) Resistance +2% physical Crit Resistance 5.00% Disease Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +1 Wil offense ------ Critical power +5.00% Spellpower +5 (+5 eff.) When Hit 4 arcane defense ------ Armor +4 Defense +6 (+2 eff.) Max Resistance +3% all Physical save +23 (+8 eff.) Spell save +13 (+5 eff.) Mind save +11 (+3 eff.) Amulets make your neck look great! |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +4 Wil +4 Cun offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Armor +4 Defense +16 (+6 eff.) Fatigue +7% Resistance +6% physical Physical save +11 (+4 eff.) Mind save +12 (+4 eff.) Life +30.00 Life Regen +3.00 Healmod +11% other ------- Light +2 A suit of armour made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Life +45.00 Healmod +10% 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. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% light defense ------ Defense +2 (+1 eff.) Resistance +12% mind Crit Resistance 15.00% Unlife -40.00 life Life +45.00 Knockbk Resist +20% other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Ignore Armor +2 When Hit 2 cold defense ------ Life +30.00 other ------- Stamina/turn +2.00 A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 551% 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. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Resistance +15% acid +3% temporal +6% cold Spell save +3 (+1 eff.) Healmod +11% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 200 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Con offense ------ Physical Crit +1.0% Ignore resists +10% physical Accuracy +5 (+2 eff.) defense ------ Resistance +9% fire +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% lightning Stun Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Physical Power +5 (+2 eff.) Spellpower +7 (+7 eff.) Mindpower +9 (+4 eff.) defense ------ Defense +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +5 Mag +2 Cun +3 Con offense ------ Ignore resists +15% arcane +10% cold defense ------ Fatigue -7% other ------- Encumbrance +32 Infravision +3 Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +4 arcane While equipped: Stats +4 Cun offense ------ Damage +12% arcane Ignore resists +7% physical defense ------ Defense +20 (+7 eff.) Resistance +6% light Physical save +3 (+1 eff.) Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mind Crit +1% Ignore resists +20% mind When Hit 4 mind On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Resistance +5% fire +6% cold other ------- Max hate +2.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun +1 Mag offense ------ Damage +15% fire When Hit 6 fire defense ------ Defense +1 (+1 eff.) Life +35.00 other ------- See Invisibility +6 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 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 15% * 20% chance to reduce all saves and defense by 17 defense ------ Defense +1 (+1 eff.) Resistance +3% darkness 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 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold 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 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 29.68 to 37.10 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +3 Defense +12 (+4 eff.) Fatigue +2% Resistance +3% mind Unlife -20.00 life Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +15% acid +5% physical defense ------ Armor +3 Resistance +6% lightning +5% temporal Physical save +9 (+3 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% lightning Ignore resists +5% acid defense ------ Armor +5 Fatigue +2% Resistance +15% lightning other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 125% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 34.46 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 105% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Con offense ------ When Hit: * 16 arcane resource burn defense ------ Armor +1 Physical save +11 (+4 eff.) Spell save +14 (+5 eff.) Mind save +4 (+1 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-hit +5 physical On Hit: 10% Juggernaut level 1 On Hit: * 17 arcane resource burn Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Con offense ------ Damage +3% cold Ignore resists +20% light defense ------ Armor +3 Fatigue +3% Resistance +11% cold Crit Resistance 10.00% other ------- Light +2 See Invisibility +12 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Mind Crit +1% Critical power +10.00% Ignore Armor +2 defense ------ Armor +1 Fatigue +1% Resistance +3% nature Physical save +3 (+1 eff.) Unlife -60.00 life A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +10% physical defense ------ Defense +1 (+1 eff.) Resistance +5% blight +10% physical +6% nature A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +1 Dex +1 Con defense ------ Armor +3 Fatigue +5% other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% lightning On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Armor +3 Fatigue +5% Resistance +3% temporal Spell save +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T1 light armor [Ego] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% cold Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +32.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
![]() 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 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 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 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 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 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +5 Cun defense ------ Resistance +3% light other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +1 Cun +3 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Resistance +9% lightning +3% all Spell save +6 (+2 eff.) other ------- Light +3 See Invisibility +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. |
![]() 2.0 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 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 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 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. |
Achievements
By Forgot How to Play the Dwarf Brawler level 13
24th Profit 122nd year of Ascendancy at 01:34 see stats
By Forgot How to Play the Dwarf Brawler level 23
10th Dearth 122nd year of Ascendancy at 23:38 see stats
By Forgot How to Play the Dwarf Brawler level 10
2nd Acquisition 122nd year of Ascendancy at 01:36 see stats
By Forgot How to Play the Dwarf Brawler level 20
16th Wealth 122nd year of Ascendancy at 14:57 see stats
By Forgot How to Play the Dwarf Brawler level 6
18th Voratun 122nd year of Ascendancy at 16:51 see stats
By Forgot How to Play the Dwarf Brawler level 11
1st Profit 122nd year of Ascendancy at 03:52 see stats
By Forgot How to Play the Dwarf Brawler level 15
38th Profit 122nd year of Ascendancy at 08:44 see stats
By Forgot How to Play the Dwarf Brawler level 23
30th Wealth 122nd year of Ascendancy at 18:31 see stats
By Forgot How to Play the Dwarf Brawler level 17
6th Wealth 122nd year of Ascendancy at 18:26 see stats
By Forgot How to Play the Dwarf Brawler level 23
11st Dearth 122nd year of Ascendancy at 21:16 see stats
Log
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Voryrilranor the shivgoroth killed Forgot How to Play!
Saving game...
The rod emits a strange noise, glows briefly and returns to normal.
Saving done.
Resting starts...
Talent Resilience of the Dwarves is ready to use.
Talent Rush is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Infusion: Healing is ready to use.
Talent Double Strike is ready to use.
Talent Clinch is ready to use.
Talent Trained Reactions is ready to use.
Forgot How to Play activates Trained Reactions.
Talent Daunting Presence is ready to use.
Forgot How to Play activates Daunting Presence.
Talent Vitality is ready to use.
Talent Perfect Strike is ready to use.
Talent Striking Stance is ready to use.
Talent Axe Kick is ready to use.
Talent Rune: Shielding is ready to use.
Talent Evasion is ready to use.
Talent Blinding Speed is ready to use.
Talent Adrenaline Surge is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!