Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 13 / 18% |
Size | big |
Lifes / Deaths | Killed by ritch flamespitter at level 13 on the 7th Flare 122nd year of Ascendancy at 15:23 / 1 |
Primary Stats
Strength | 48 (base 37) |
Dexterity | 23 (base 11) |
Constitution | 30 (base 27) |
Magic | 14 (base 10) |
Willpower | 21 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -11/480 |
Stamina | 21/164 |
Healing Factor | 1.1592147729953 |
Regeneration | 0.28980369324883 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 84 |
Accuracy | 47 |
Crit Chance | 22% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Blight | +3% |
Nature | +5% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 40.511077022655 (89.749889547741%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 20 |
Physical Save | 29 |
Spell Save | 18 |
Mental Save | 21 |
Defense: Resistances
Lightning | + 7%( 70%) |
Light | + 10%( 70%) |
Darkness | + 7%( 70%) |
Nature | + 14%( 70%) |
Physical | + 5%( 70%) |
Cold | + 15%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 64% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 154 life over 5 turns. 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. |
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 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | Dazzlesweeper the pair of iron boots (0 def, 3 armour) Dazzlesweeper the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Mag +1 Wil offense ------ When Hit 4 light defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm 'Neridheda' (0 def, 3 armour) iron helm 'Neridheda' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Cun offense ------ Critical power +10.00% Spellpower +10 (+5 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +5% other ------- Max psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tarriresachak the iron pickaxe (dig speed 29 turns) Tarriresachak the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Ignore resists +5% mind defense ------ Resistance +1% physical other ------- Stamina/turn +3.00 EQ when Hit +0.08 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Chargegasher the copper ring Chargegasher the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +6% lightning Ignore resists +10% cold defense ------ Defense +4 (+2 eff.) Crit Resistance 5.00% Rings make your fingers look great! |
Around waist | rough leather belt 'Anuruikhad' rough leather belt 'Anuruikhad'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +3 (+1 eff.) Mindpower +10 (+5 eff.) defense ------ Resistance +3% light Spell save +6 (+4 eff.) other ------- Hate-on-crit +3.00 Size +1 A belt that goes around your waist. |
In main hand | Murkcrack the steel greatmaul (26-39 power, 2 apr) Murkcrack the steel greatmaul (26-39 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Master Weapon Damage 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +7 (+2 eff.) Accuracy +18 (+6 eff.) On-Hit (Melee): * 10% chance to slow global speed by 47% defense ------ Defense +17 (+9 eff.) Resistance +3% lightning +3% darkness +3% light Disarm Resist +64% Massive two-handed mauls. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | fortifying steel plate armour of implacability (0 def, 14 armour) fortifying steel plate armour of implacability (0 def, 14 armour)17.0 Encumbrance T2 massive armor [Ego++] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +14 Fatigue +18% Physical save +5 (+2 eff.) Life +39.00 A suit of armour made of metal plates. |
Cloak | Duvosarig (1 def, 6 armour) Duvosarig (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold Mind save +9 (+4 eff.) other ------- EQ when Hit +0.04 Psi when Hit +0.08 Max hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Tidewild the copper amulet Tidewild the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil offense ------ Damage +3% blight +15% cold Ignore resists +10% cold Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 86; cd 12) healing infusion of the duelist (heal 86; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acidic steel dagger of daylight (13-17 power, 6 apr) acidic steel dagger of daylight (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +7% Undead On Critical: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Sharp, short and deadly. |
steel dagger 'Shimmerstreaker' (12-15 power, 6 apr) steel dagger 'Shimmerstreaker' (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: offense ------ Damage +12% lightning +6% blight When Hit 4 lightning Sharp, short and deadly. |
steel dagger of erosion (10-14 power, 6 apr) steel dagger of erosion (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
iron greatmaul of the mystic (17-26 power, 1 apr) iron greatmaul of the mystic (17-26 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +9 (+4 eff.) Massive two-handed mauls. |
Goruzilarab (18-28 power, 1 apr) Goruzilarab (18-28 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +10 (+3 eff.) defense ------ Resistance +3% fire +5% arcane +3% temporal Disease Resist +20% other ------- Stamina/turn +3.00 Massive two-handed swords. |
balanced steel greatsword (24-39 power, 2 apr) balanced steel greatsword (24-39 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +35% Massive two-handed swords. |
balanced steel greatsword of massacre (31-50 power, 2 apr) balanced steel greatsword of massacre (31-50 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 31.0 - 49.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +28% Massive two-handed swords. |
balanced steel greatsword of persecution (23-37 power, 2 apr) balanced steel greatsword of persecution (23-37 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Damage Against +7% Unnatural While equipped: Stats +2 Wil offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +31% Massive two-handed swords. |
iron greatsword 'Shivergrind' (25-40 power, 1 apr) iron greatsword 'Shivergrind' (25-40 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +8 cold While equipped: offense ------ Ignore resists +5% cold On-Hit (Melee): * 10% chance to slow global speed by 47% defense ------ Resistance +3% temporal Massive two-handed swords. |
iron greatsword of persecution (18-29 power, 1 apr) iron greatsword of persecution (18-29 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Disrupt Weapon Damage 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Damage Against +7% Unnatural While equipped: Stats +2 Wil Massive two-handed swords. |
quick steel greatsword (22-35 power, 2 apr) quick steel greatsword (22-35 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +7 (+2 eff.) Massive two-handed swords. |
Duvysandil the Festersun Duvysandil the Festersun4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +4 nature On-Hit, radius 1 +4 lightning While equipped: Stats +3 Str offense ------ Physical Power +9 (+3 eff.) Damage +3% nature Ignore resists +15% nature When Hit 4 nature On-Hit (Ranged): * 20% chance to slow global speed by 47% Longbows are used to shoot arrows at your foes. |
steady elm longbow of fire steady elm longbow of fire4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 fire While equipped: offense ------ Physical Crit +2.0% Damage +15% fire Accuracy +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
balanced iron mace of erosion (12-18 power, 2 apr) balanced iron mace of erosion (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Nature/Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% Blunt and deadly. |
Zubema (4-5 power, 18 apr, mind damage) Zubema (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +6% nature +3% arcane +3% mind Ignore resists +10% arcane defense ------ Resistance +5% blight +6% mind Spell save +4 (+3 eff.) Disease Resist +24% 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. |
gifted mossy mindstar of clarity (2-2 power, 12 apr, mind damage) gifted mossy mindstar of clarity (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun 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 +5 (+3 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +15.00 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. |
nature's vined mindstar of clarity (6-7 power, 18 apr, nature damage) nature's vined mindstar of clarity (6-7 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Mind save +5 (+2 eff.) Disease Resist +10% other ------- Max psi +17.00 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 clarity (5-6 power, 18 apr, mind damage) vined mindstar of clarity (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Mind save +4 (+2 eff.) other ------- Max psi +12.00 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. |
wyrm's vined mindstar (4-4 power, 18 apr, nature damage) wyrm's vined mindstar (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 lightning 3 physical 3 fire 3 acid 3 cold defense ------ Resistance +3% lightning +2% physical +4% cold +2% fire +2% acid 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. |
Arthothel the Flashhunt (10-12 power, 2 apr, blight element) Arthothel the Flashhunt (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Dex +1 Wil offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% blight +6% mind defense ------ Defense +6 (+3 eff.) other ------- Max psi +20.00 Light +3 See Invisibility +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of power (12-14 power, 2 apr, fire element) potent elm magestaff of power (12-14 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +11 (+5 eff.) Damage +12% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of might (10-12 power, 2 apr, temporal element) shimmering elm starstaff of might (10-12 power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Damage +10% temporal other ------- Mana/turn +0.11 Max mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty steel steamgun of tinkering (+2) mighty steel steamgun of tinkering (+2)4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Str +2 Cun offense ------ Physical Power +7 (+2 eff.) Steampower +6 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Bokethel the iron waraxe (10-15 power, 2 apr) Bokethel the iron waraxe (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Resistance +3% light +3% blight Disarm Resist +20% other ------- Hate-on-crit +1.00 Max psi +30.00 One-handed war axes. |
iron waraxe of massacre (17-24 power, 2 apr) iron waraxe of massacre (17-24 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
linen robe of frost (+15%) (0 def, 0 armour) linen robe of frost (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +7% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+18%) (0 def, 0 armour) mindwoven woollen robe of fire (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +12% fire defense ------ Resistance +9% all +18% fire Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of darkness (+19%) (0 def, 0 armour) spellwoven woollen robe of darkness (+19%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Damage +13% darkness defense ------ Resistance +19% darkness +9% all Spell save +16 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidwoe (0 def, 3 armour) Frigidwoe (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Critical power +5.00% Ignore resists +10% cold Ignore Shields +10% defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of speed (0 def, 3 armour) miner's pair of rough leather boots of speed (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 other ------- Infravision +2 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
Morningscar the linen wizard hat (1 def, 0 armour) Morningscar the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Mag +5 Wil +3 Cun +1 Con offense ------ Damage +3% light +3% fire defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) other ------- See Invisibility +3 A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat (1 def, 0 armour) mindwoven linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Lustretouch (2 def, 15 armour) Lustretouch (2 def, 15 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Damage +9% blight When Hit 2 blight defense ------ Armor +15 Defense +2 (+1 eff.) Fatigue +7% Resistance +14% acid +14% cold +6% light +3% blight Physical save +6 (+3 eff.) other ------- Breathe water A suit of armour made of mail. |
cleansing steel mail armour of lightning resistance (2 def, 6 armour) cleansing steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +11% nature +15% lightning A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.29 to 126.88 lightning damage (84.59 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rough leather armour of clarity (3 def, 2 armour) rough leather armour of clarity (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Psionic While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +6% mind Mind save +10 (+5 eff.) A suit of armour made of leather. |
2 agate 2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Fogbearer Fogbearer2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness +5% lightning When Hit 10 fire defense ------ Resistance +11% fire 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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
storming pouch of iron shots of wind (15/23, 14-17 power, 1 apr) storming pouch of iron shots of wind (15/23, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 23 Projectile Speed +200% On-ranged-hit +9 lightning On-crit, radius 2 +6 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 140 physical damage Shots are used with slings to pummel your foes to death. |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of lightning storm 'Snowoath' [power 122] (15 cooldown) elm wand of lightning storm 'Snowoath' [power 122] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +4 Wil offense ------ On-Hit (Melee): * 10% chance to reduce armor by 23% defense ------ Resistance +3% cold other ------- Light +1 Infravision +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Two Inch Punisher the Cornac Berserker level 12
1st Flare 122nd year of Ascendancy at 20:58 see stats
By Two Inch Punisher the Cornac Berserker level 10
1st Mirth 122nd year of Ascendancy at 18:12 see stats
By Two Inch Punisher the Cornac Berserker level 11
4th Mirth 122nd year of Ascendancy at 13:11 see stats
Log
Cyroselaith the shivgoroth HEALS from cold damage!
Cyroselaith the shivgoroth's glacial vapour area effect hits Cyroselaith the shivgoroth for 1 cold, 1 healing (1 total damage) [1 healing].
Cyroselaith the shivgoroth casts Temporal Bolt.
Deep Wound from Two Inch Punisher hits Nerylle the great wolf for 57 physical damage.
Bleeding from Two Inch Punisher hits Nerylle the great wolf for 21 physical damage.
Cyroselaith the shivgoroth hits Two Inch Punisher for 16 temporal damage.
Two Inch Punisher uses Relentless Fury.
Cyroselaith the shivgoroth HEALS from cold damage!
Cyroselaith the shivgoroth's glacial vapour area effect hits Cyroselaith the shivgoroth for 1 cold, 1 healing (1 total damage) [1 healing].
Cyroselaith the shivgoroth casts Dust to Dust.
Deep Wound from Two Inch Punisher hits Nerylle the great wolf for 57 physical damage.
Bleeding from Two Inch Punisher hits Nerylle the great wolf for 21 physical damage.
Cyroselaith the shivgoroth hits Two Inch Punisher for 11 temporal, 7 physical (18 total damage).
Nerylle the great wolf uses Knockback.
Two Inch Punisher resists the knockback!
Melee retaliation hits Nerylle the great wolf for 3 light, 3 light (6 total damage).
Nerylle the great wolf hits Two Inch Punisher for 48 mind damage.
Two Inch Punisher uses Stunning Blow.
Nerylle the great wolf is stunned!
Two Inch Punisher performs a melee critical strike against Nerylle the great wolf!
Two Inch Punisher hits Nerylle the great wolf for 58 physical, 108 physical (166 total damage).
Cyroselaith the shivgoroth HEALS from cold damage!
Two Inch Punisher killed Nerylle the great wolf!
Cyroselaith the shivgoroth's glacial vapour area effect hits Cyroselaith the shivgoroth for 1 cold, 1 healing (1 total damage) [1 healing].
Ritch flamespitter spits flames!
Ritch flamespitter hits Two Inch Punisher for 49 fire damage.
Two Inch Punisher the level 13 cornac berserker was roasted to death by a ritch flamespitter on level 1 of Norgos Lair.
Two Inch Punisher's rage subsides!