











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: 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:
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net 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:
Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 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 Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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 | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 958% |
Size | big |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 44 on the 11st Profit 124th year of Ascendancy at 14:14 / 3Killed by overpowered greater multi-hued wyrm at level 44 on the 11st Profit 124th year of Ascendancy at 15:37 Killed by The One That Writes at level 50 on the 18th Stralite 125th year of Ascendancy at 23:56 |
Antimagic | Follower |
Primary Stats
Strength | 149 (base 60) |
Dexterity | 60 (base 43) |
Constitution | 104 (base 61) |
Magic | 10 (base 11) |
Willpower | 66 (base 15) |
Cunning | 123 (base 61) |
Resources
Life | -437/1904 |
Steam | 100/100 |
Stamina | 381/458 |
Equilibrium | 33 |
Healing Factor | 1.7646107254317 |
Regeneration | 16.139398730851 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 7 |
See Stealth | 36 |
See Invisible | 40 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 251 |
Accuracy | 67 |
Crit Chance | 150% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.5 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Mind | +24% |
All | 0% |
Physical | +10% |
Fire | +20% |
Nature | +20% |
Offense: Damage Penetration
Nature | +20% |
Physical | +25% |
Cold | +35% |
All | +10% |
Defense: Base
Armour (hardiness) | 49.723073231957 (100%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 67 |
Mental Save | 65 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 49%( 70%) |
Physical | + 42%( 70%) |
Cold | + 70%( 70%) |
All | + 18%( 70%) |
Darkness | + 68%( 70%) |
Lightning | + 55%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 25% |
Disarm Resistance | 90% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 918% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 348 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 80.23 physical damage and 175.04 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Glatira the forest wight. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 630. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% physical Acc +5 (+1 eff.) Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +2% Phys.save +21 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Stam/turn +2.40 Max.stam +41.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +2 Str +14 Wil dps ---------- Phys.crit +6.0% Crit.mult +18.00% Phys.pwr +23 (+5 eff.) Dmg.mod +15% mind Res.pen +25% cold ----- def ----- Resists +9% lightning +1% physical +6% cold +3% all Phys.save +6 (+1 eff.) Spell.save +13 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Max.stam +30.00 Light +5 See.Stealth +21 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This object's appearance was changed to Steel Helm of Garkul. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 716.96 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +10 Dex +1 Mag +18 Wil +16 Cun +4 Con dps ---------- Mind.pwr +13 (+4 eff.) Dmg.mod +20% fire Res.pen +5% nature Acc +14 (+3 eff.) ----- def ----- Resists +6% acid +40% fire +9% darkness +6% cold Mind.save +20 (+5 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +10% ----- def ----- Fatigue -20% Resists +7% acid +7% fire +7% lightning +7% cold ---------- misc Max.enc +50 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Disrupt/Master/Psionic Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +28.0% Atk.spd 100% Melee+ +12 cold +28 darkness Against +28% Living +42% Unnatural On Hit: * 24% chance to slow global speed by 62% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +40.0% Phys.pwr +21 (+5 eff.) Dmg.mod +6% mind ----- def ----- Resists +9% darkness +9% cold Spell.save +6 (+1 eff.) Massive two-handed battleaxes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +10% Mind.crit +9% Crit.mult +8.00% On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+3 eff.) Disarm- +90% ---------- misc Talents +4 Iron Grip 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 | ![]() 17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +20 Str dps ---------- Dmg.mod +3% mind Res.pen +5% nature Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Armour +21 Hardiness +20% Fatigue +23% Resists +29% lightning +28% physical +33% darkness +18% blight +26% fire ---------- misc Psi/ret +0.20 Light +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +25% nature +25% cold Phys.save +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 247 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] While equipped: Stats +25 Con dps ---------- Res.pen +10% all Acc +10 (+2 eff.) ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Stun/Frz- +60% Amulets make your neck look great! |
Inventory
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Draconic Body You have set the ring to grant you Draconic Body! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str +6 Mag dps ---------- S.pwr/crit +10 Dmg.mod +10% nature +21% blight ----- def ----- Resists +15% nature ---------- misc Mana/turn +0.32 Vim/s.crit +2.02 Max.mana +60.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
Achievements
By Vegg the Dwarf Berserker level 38
37th Stralite 124th year of Ascendancy at 07:03 see stats
By Vegg the Dwarf Berserker level 38
23rd Stralite 124th year of Ascendancy at 01:55 see stats
By Vegg the Dwarf Berserker level 20
4th Iron 123rd year of Ascendancy at 03:23 see stats
By Vegg the Dwarf Berserker level 42
9th Voratun 124th year of Ascendancy at 21:28 see stats
By Vegg the Dwarf Berserker level 44
11st Profit 124th year of Ascendancy at 13:25 see stats
By Vegg the Dwarf Berserker level 50
15th Iron 125th year of Ascendancy at 19:49 see stats
By Vegg the Dwarf Berserker level 40
3rd Voratun 124th year of Ascendancy at 19:39 see stats
By Vegg the Dwarf Berserker level 28
23rd Stralite 123rd year of Ascendancy at 16:01 see stats
By Vegg the Dwarf Berserker level 17
23rd Loss 122nd year of Ascendancy at 05:56 see stats
By Vegg the Dwarf Berserker level 43
8th Profit 124th year of Ascendancy at 07:07 see stats
By Vegg the Dwarf Berserker level 39
44th Stralite 124th year of Ascendancy at 13:29 see stats
By Vegg the Dwarf Berserker level 39
43rd Stralite 124th year of Ascendancy at 14:08 see stats
By Vegg the Dwarf Berserker level 20
14th Iron 123rd year of Ascendancy at 18:37 see stats
By Vegg the Dwarf Berserker level 33
25th Steel 124th year of Ascendancy at 12:35 see stats
By Vegg the Dwarf Berserker level 40
5th Voratun 124th year of Ascendancy at 10:41 see stats
By Vegg the Dwarf Berserker level 42
6th Profit 124th year of Ascendancy at 10:59 see stats
By Vegg the Dwarf Berserker level 50
38th Steel 125th year of Ascendancy at 13:01 see stats
By Vegg the Dwarf Berserker level 26
30th Iron 123rd year of Ascendancy at 10:10 see stats
By Vegg the Dwarf Berserker level 50
4th Gold 125th year of Ascendancy at 19:11 see stats
By Vegg the Dwarf Berserker level 10
16th Wealth 122nd year of Ascendancy at 10:24 see stats
By Vegg the Dwarf Berserker level 20
16th Shortage 122nd year of Ascendancy at 02:28 see stats
By Vegg the Dwarf Berserker level 30
1st Acquisition 123rd year of Ascendancy at 23:47 see stats
By Vegg the Dwarf Berserker level 40
44th Stralite 124th year of Ascendancy at 13:29 see stats
By Vegg the Dwarf Berserker level 50
27th Shortage 124th year of Ascendancy at 23:51 see stats
By Vegg the Dwarf Berserker level 50
6th Gold 125th year of Ascendancy at 08:59 see stats
By Vegg the Dwarf Berserker level 26
10th Steel 123rd year of Ascendancy at 05:50 see stats
By Vegg the Dwarf Berserker level 25
27th Iron 123rd year of Ascendancy at 16:15 see stats
By Vegg the Dwarf Berserker level 19
14th Shortage 122nd year of Ascendancy at 01:09 see stats
By Vegg the Dwarf Berserker level 40
44th Stralite 124th year of Ascendancy at 18:41 see stats
By Vegg the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 05:18 see stats
By Vegg the Dwarf Berserker level 9
8th Wealth 122nd year of Ascendancy at 16:45 see stats
By Vegg the Dwarf Berserker level 50
30th Gold 125th year of Ascendancy at 14:56 see stats
By Vegg the Dwarf Berserker level 23
18th Iron 123rd year of Ascendancy at 03:54 see stats
By Vegg the Dwarf Berserker level 6
1st Acquisition 122nd year of Ascendancy at 17:13 see stats
By Vegg the Dwarf Berserker level 46
17th Wealth 124th year of Ascendancy at 11:51 see stats
By Vegg the Dwarf Berserker level 26
14th Gold 123rd year of Ascendancy at 11:32 see stats
By Vegg the Dwarf Berserker level 26
30th Iron 123rd year of Ascendancy at 02:20 see stats
By Vegg the Dwarf Berserker level 18
6th Shortage 122nd year of Ascendancy at 04:16 see stats
By Vegg the Dwarf Berserker level 44
11st Profit 124th year of Ascendancy at 14:14 see stats
By Vegg the Dwarf Berserker level 37
22nd Stralite 124th year of Ascendancy at 14:22 see stats
By Vegg the Dwarf Berserker level 50
17th Stralite 125th year of Ascendancy at 17:45 see stats
Log
Worm that walks hits Vegg for (47 antimagic), 50 acid, (6 antimagic), 0 light, (16 antimagic), 0 blight, (47 antimagic), 25 acid, (4 antimagic), 0 nature, (16 antimagic), 0 blight, (47 antimagic), 122 acid (197 total damage).
Melee retaliation hits Worm that walks for 0 acid, 2 mind, 17 arcane, 0 acid, 2 mind, 17 arcane (39 total damage).
Melee retaliation killed Worm that walks!
Carrion worm mass's wormblight area effect hits The One That Writes for 0 blight damage.
Carrion worm mass's wormblight area effect hits Dremling for 5 blight damage.
The One That Writes loses 2 health to the entropy.
Vegg uses Fearless Cleave.
Talent Infusion: Wild Growth is ready to use.
The One That Writes casts Netherblast.
Carrion worm mass's wormblight area effect hits The One That Writes for 0 blight damage.
Carrion worm mass's wormblight area effect hits Dremling for 5 blight damage.
The One That Writes loses 3 health to the entropy.
The One That Writes's Netherblast hits Vegg for (47 antimagic), 146 temporal, (47 antimagic), 82 darkness (228 total damage).
Vegg uses Fearless Cleave.
Vegg is no longer attuned.
The One That Writes casts Essence Reave.
Vegg attunes to the damage.
The One That Writes hits Vegg for (47 antimagic), 334 temporal, (47 antimagic), 261 darkness (595 total damage).
Carrion worm mass's wormblight area effect hits The One That Writes for 0 blight damage.
The One That Writes loses 4 health to the entropy.
The One That Writes casts Frozen Ground.
Dremling is frozen to the ground!
The One That Writes hits Vegg for (47 antimagic), 180 cold (180 total damage).
The One That Writes hits Dremling for 572 cold damage.
The One That Writes hits Something for 215 cold damage.
Vegg the level 50 dwarf berserker was chilled to death by The One That Writes and written off the story on level 3 of The Place Which Does Not Exist.
Vegg's rage subsides!
Vegg no longer revels in blood quite so much.