











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 1.7.6Donators/Buyers bonus! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 14 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Siluwe the rogue sapper at level 14 on the 14th Loss 122nd year of Ascendancy at 04:29 / 1 |
Primary Stats
| Strength | 44 (base 40) |
| Dexterity | 10 (base 11) |
| Constitution | 34 (base 30) |
| Magic | 9 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -28/503 |
| Stamina | 23/190 |
| Healing Factor | 1.295336564623 |
| Regeneration | 1.6191707057787 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 23 |
| Crit Chance | 12% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Blight | +5% |
| Physical | +3% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Fire | +20% |
| Nature | +15% |
| Physical | +20% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29.317011280365 (72.903125182002%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 11 |
| Physical Save | 33 |
| Spell Save | 25 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 10%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 50% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 477% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved physical save by +12. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within | active |
Equipment
| On feet | Dimcut the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +4 (+2 eff.) Res.pen +5% darkness +20% physical Apr +4 On Hit (Melee): * 10% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Resists +6% darkness Phys.save +3 (+2 eff.) A pair of boots made of leather. |
| Light source | Arthymas the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Dmg.mod +6% mind Acc +5 (+3 eff.) ----- def ----- Defense +15 (+8 eff.) ---------- misc Hate/m.crit +1.00 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 | Moldvalor the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical Res.pen +15% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | savage's copper ring of sensing0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+5 eff.) Blind- +20% ---------- misc Max.stam +10.00 Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
| Around waist | blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Kindlelord (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 6 cold Dmg.mod +5% cold Res.pen +5% mind +20% fire On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Spell.save +10 (+5 eff.) HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | hardened iron mail armour of implacability (2 def, 15 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: ----- def ----- Armour +15 Defense +2 (+1 eff.) Fatigue +8% Resists +6% acid +5% physical +6% cold +6% lightning +6% fire Phys.save +5 (+3 eff.) A suit of armour made of mail. |
| Cloak | regal linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 146 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
copper ring 'Balagund'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +4 Wil +3 Con dps ---------- Mind.crit +1% Dmg.mod +11% cold ----- def ----- Resists +22% cold Crit.chn- 5.00% ---------- misc Infravis +1 Rings make your fingers look great! |
Belylrawyn the Boltwrack (115% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane Power 115% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +24 cold +10 light +4 mind Against +10% Undead While equipped: dps ---------- Res.pen +5% mind Melee Ret 8 lightning Massive two-handed battleaxes. |
arcing iron greatmaul of the mystic (118% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +9 (+3 eff.) Massive two-handed mauls. |
arcing iron waraxe of daylight (107% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +7% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
gifted vined mindstar of balance (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+4 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+3 eff.) ---------- misc Equi/ret +0.50 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. |
vined mindstar of balance (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+3 eff.) ---------- misc Equi/ret +0.50 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. |
blazebringer's ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +21 fire While equipped: dps ---------- All.spd +2% Res.pen +12% fire Longbows are used to shoot arrows at your foes. |
self-loading quiver of elm arrows of accuracy (15/15, 111% power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Ego] Arcane/Master Power 111% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +1.0% Capacity 15 Rld cld 4 Arrows are used with bows to pierce your foes to death. |
woollen robe of corrosion (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% acid ----- def ----- Resists +21% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of temporal resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% temporal A suit of armour made of leather. |
fortifying iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +36.00 A suit of armour made of mail. |
Flashreign the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% acid Melee Ret 2 light ----- def ----- Armour +1 Resists +9% temporal +6% fire +6% light +5% cold Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Yvamira the Woekiller (0 def, 1 armour)2.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +10% darkness Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Fatigue +1% Resists +9% blight +9% nature +5% arcane A cap made of leather. |
4 agate0.0 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Myrak the Kindlecutter (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +9% acid Poison- +10% ---------- misc Equi/ret +0.08 Max.hate +6.00 Max.psi +10.00 Light +2 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 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. |
Voidravager [power 110] (7/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness ----- def ----- Armour +2 Resists +6% mind Blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xugatira the iron torque of mindblast [power 105] (7/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Res.pen +5% mind ----- def ----- Resists +3% acid +5% arcane Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Camoharakhad the steel torque of gale force [power 150] (7/15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+6 eff.) Dmg.mod +3% blight Res.pen +5% blight ---------- misc Max.hate +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 154 physical damage Puts all charms on 15 cooldown 100% to heal for 60. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Amidin the Serpentradiance [power 122] (7/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% fire ----- def ----- Resists +3% nature +6% fire Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Guts the Dwarf Berserker level 10
3rd Dearth 122nd year of Ascendancy at 04:38 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Guts the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 19:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Guts the Dwarf Berserker level 10
4th Dearth 122nd year of Ascendancy at 15:36 see stats
Log
Guts feels pain again.
Siluwe the rogue sapper shoves Shadow aside.
Berserker Rage's rage awakens!
Siluwe the rogue sapper's morale has been lowered.
Siluwe the rogue sapper shoves Something aside.
Berserker Rage's rage subsides!
Shadow misses Guts.
Guts's adrenaline surge has come to an end.
Guts slows down.
Talent Stunning Blow is ready to use.
Ran for 2 turns (stop reason: hostile spotted to the south (shadow)).
Guts hits Shadow for 144 physical damage.
Guts killed Shadow!
Siluwe the rogue sapper casts Dimensional Step.
Guts resists Siluwe the rogue sapper's space-time folding!
Siluwe the rogue sapper casts Gravity Spike.
Guts resists the knockback!
Berserker Rage's rage awakens!
Siluwe the rogue sapper hits Guts for 31 physical damage.
Guts uses Relentless Fury.
Siluwe the rogue sapper casts Temporal Bolt.
Siluwe the rogue sapper hits Guts for 10 physical, 20 temporal (31 total damage).
Guts the level 14 dwarf berserker was grandfathered to death by Siluwe the rogue sapper on level 2 of Ruins of Kor'Pul.
Guts's rage subsides!
Guts no longer revels in blood quite so much.











































































